#Lethal Level Loader [Custom Content Loading API]

1 messages · Page 29 of 1

fervent aurora
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at least im fairly certain that is the cause of it

zenith flax
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i mean that’s related

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Certainly not the cause

strange trail
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sorry to butt in but im too happy to stay shut, after updating wesley's stuff its gone down to 11 gigs, seriously thank you batby for this hot load stuff

errant lotus
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Despite the issues encountered, I cannot deny that an incredible optimization has been noticed when entering the updated custom moons.
The work you have done is noticeable and I appreciate all the effort you put into achieving it.
I look forward to your updates and the new features of this great API, which is now a pillar for the community.

jagged juniper
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I got this issue @zenith flax , it'll get stuck like this until we route to other moon then going back

jagged juniper
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smexy devs

zenith flax
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Apologies for the inconvenience

fervent aurora
# zenith flax Certainly not the cause

I just tried using the mod without the 2 lines of code checking for host and it seems like everyone else can pull the lever now, I don't know if this causes any other issues though.

tall kindle
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you're gonna hate me, but is it possible for me to conditionally hide/unhide my lethalbundle in the context of moon-making from LLL @zenith flax
that or registering the bundles into LLL myself?

zenith flax
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why hide it

tall kindle
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it might be kinda pointless to do with LLL's new hotloading stuff but that's just how i've been doing stuff in CodeRebirth, and galetry gave me a fun-ish idea to try that'd fit in decently well

zenith flax
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you said lethalbundle

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did you mean lethalbundle

tall kindle
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am i on drugs or did you just type teh same thing twice

zenith flax
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how am i meant to hide a file

tall kindle
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ohh thats what u meant

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i meant like, I know LLL auto loads those lethalbundles, is there a way for me to make it conditionally load that bundle by just not giving it to LLL or something similar?

zenith flax
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why

tall kindle
zenith flax
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you can but i don't know if LLL handles it well if you tried to mess with that in menu or anything

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i have a way to make it unroutable too

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i think..

tall kindle
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then with that, since moons are made up of multiple bundles, is it possible/normal to have the bulk of the size on the bundle you hotload then? cuz if so then i can settle with that and just make it unroutable etc

zenith flax
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yeah thats how the hotloading works

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for most moon releases like 95% of the content is in the hot-reloadable bundle

tall kindle
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ah okay then that should be fine

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i can figure out the unroutable etc stuff from looking at the github, i can probably find it snooping around ExtendedLevel

tepid compass
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Hi! What does "Require Matches On All Possible DungeonFlows" exactly do? Blobthink It left me a bit confused (might be cuz english's not my first language?)

grand valve
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hey, how can I fully reset LLL's config file?

crisp galleon
grand valve
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thank you!

serene pumice
marsh chasm
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I'm trying to make a config file for a LLL scrap mod I have, but when I try and build the AssetBundle, I get an error saying The type or namespace namespace 'Configuration' does not exist in the namespace BepInEx. Which is odd, because I have a reference to it, and my software recognizes it with no issues. Does anyone know what I might've done wrong, or just generally how to go about making a config file? I've found several different links and tried to follow them, but haven't wound up successful yet.

using BepInEx;
using BepInEx.Configuration;

namespace PikminScrap.Configuration
{
    internal static class PikminScrapConfig
    {

        private const string CONFIG_FILE_NAME = "PikminScrap.cfg";

        private static ConfigFile config;
        private static ConfigEntry<bool> funnyDoomsdayApparatus;

        public static void Init()
        {
            var filePath = Path.Combine(Paths.ConfigPath, CONFIG_FILE_NAME);
            config = new ConfigFile(filePath, true);
            funnyDoomsdayApparatus = config.Bind("General", "Realistic Doomsday Apparatus", false, "Makes the Doomsday Apparatus more Doomsday Apparatus-y.");
        }

        public static bool FunnyDoomsdayApparatus => funnyDoomsdayApparatus.Value;

    }
}```
plush wing
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I thought the BaseUnityPlugin already provided a ConfigFile field.

marsh chasm
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I have some basic familiarity with Unity and programming... but I'm not entirely sure what BaseUnityPlugin is lol. If I remove the BepInEx.Configuration reference, ConfigFile and ConfigEntry break. Similarly, trying to build also gives errors saying The type or namespace name 'ConfigFile/ConfigEntry<>' could not be found. So if BaseUnityPlugin is an automatic thing, it doesn't appear to be working

plush wing
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BaseUnityPlugin is what the Plugin class is when you're using a template from BepInEx.

marsh chasm
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Ah

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From the looks of it, it seems like my class doesn't inherit Plugin... and trying to make it do so just made unity crash when I built the bundles so... uh oh

plush wing
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I didn't mean to make this class inherit BaseUnityPlugin, lol.

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Since this class is for config stuff, you will have to make another to be a BepInEx plugin.

marsh chasm
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i see a potential idea, i go for it whether it seems like it works or not lol. I should stop doing that

plush wing
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So my guess is that your project isn't built for BepInEx environment so it doesn't have the references to the relevant assemblies.

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Thus why you couldn't build.

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Because coding wise everything seems fine.

marsh chasm
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My software does actually recognize the BepInEx.Configuration without issue, but I'm guessing that's not tied to the project in that case?

plush wing
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Software being what?

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Visual studio?

marsh chasm
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yeah

plush wing
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Hmm

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The csproj should have the references then if it's not complaining?

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But it is when building.

marsh chasm
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Yep

plush wing
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And how's your csproj right now?

marsh chasm
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When you say csproj, what do you mean specifically?

plush wing
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The thing you tell to build.

marsh chasm
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Ah, I've been building with the AssetBundle Browser

plush wing
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Eh?

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What is that supposed to be?

marsh chasm
plush wing
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Uhhhhhhh

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Yeah no, that won't work.

marsh chasm
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fun

plush wing
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Because asset bundles can't have code in them to begin with.

marsh chasm
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Ah

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Which is probably why it works fine when I only have new scrap

plush wing
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Because it's done automatically by LLL, yeah.

marsh chasm
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Makes sense

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I'm guessing that's also where I go about actually incorporating the config file changes

plush wing
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Yeah.

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Because the templates should have the references to things like configuration.

marsh chasm
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welp, this is gonna be a whole process

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all i want to do is to let people reduce scrap spawn weight, aw yeahhh

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I'll probably try following along to this later, but for now at least, thanks for pointing me in the right direction lol

plush wing
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Anytime.

zenith flax
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probably more ideal to use #dev-item… for this, if Xu Xiolan isn't to busy I think they might have some nice code for you to reference

marsh chasm
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Yeah, I wasn't sure what channel to ask for help in, so I asked here in case there was a simple LLL-related solution

zenith flax
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yeah no stress, apologies for a lack of that kind of solution 😄

marsh chasm
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All's good

zenith flax
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Heads up to peeps

Sorry about the super delayed update to address the hot-reloading features. one or two things i gotta figure out behind the scenes first and I'm also starting another year of uni next week so i've had to prep for that too. Was hoping to tidy up the 1.4 update beforehand but just slightly unfortunate timing on a handful of things 🙏

foggy siren
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Np!

haughty moss
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been getting this error a lot lately

haughty moss
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also sometimes getting stuck on landing with nothing unusual showing up in the logs

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we started this session getting softlocked like 10% of the time, and all of the sudden we started getting softlocked on landing every single time, with it either being nothing in logs, or player loading custom moon

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the last bit of null ref spam is from being on the menu after disconnecting

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also for some reason every moon says player loading custom moon, except experimentation

haughty moss
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next time we will be playing with a decent chunk of mods removed, will reply to this if it was a compatibility issue and the planets load fine

serene pumice
lone loom
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Hello, I had the issue with the version 1.4.x (worked on 1.3.13 for exemple) when i was stucked in the game menu (couldn't play the game). It was the interior Tomb (by Tolian) which is the issue ! If that could help !

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For more explanation, i had the mod Tomb and Tolian Interiors (i dunno but Tomb was in there too). So it crashed because of duplicate interior

unique flax
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hi everyone, is there a way to modify the size multiplier of a moon ? i recall there was a way at one point but i cant find the parameter in the configs

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if not, is there a way to find this value somewhere ?

zenith flax
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Tried my best with testing the various scenarios here, Should fix a lot of them but please let me know if I missed anything

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@hexed mesa something like this should be chill for LLL ye?

            if (currentExtendedDungeonFlow.OverrideRestrictedTilePlacementBounds.sqrMagnitude > 1f)
            {
                dungeonGenerator.RestrictDungeonToBounds = true;
                dungeonGenerator.TilePlacementBounds = new Bounds(Vector3.zero, currentExtendedDungeonFlow.OverrideRestrictedTilePlacementBounds);
            }
hexed mesa
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should it better to have a bool that allows the bounds value to be used? instead of the bounds having any value

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but otherwise it's fine, I can make a change that detects the same boolean check you use and I just don't call my code

zenith flax
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i figured just checking if its above 0 is a built in bool check

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I could have it explicitly be separate but i do generally prefer simpler stuff like that

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I can mark that in the tooltip tho

hexed mesa
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that's fair, it's a style diff

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but also you want to add more that just a placement bounds

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since the bounds should be affected by the dungeon's final sizeMultiplier, and have a pivot too

zenith flax
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mhm fair. I might do just this for now to keep it simple since this is the biggest aspect that with LC's use of dungen should be on the interiors end to tweak but i'll consider more fine-tuning. I have the way i'm checking this as a property bool for you to check if you need incase i ever change my mind on it being a proper bool 😄

bitter pond
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new error since the update for me

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0194c9fa-a909-eb89-8137-91862cb79a94

zenith flax
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this was working for me for fucks sake

bitter pond
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Looks like it works on a fresh profile

zenith flax
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🤔

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i assume its breaking when lethallib is installed

zenith flax
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grrr

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thank you

errant lotus
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pain.
Sorry for bothering Batby :,]

unique geode
# zenith flax thank you

No thank you Batby, I appreciate you working on this amazing API and swiftly pushing updates when issues arrise ^^

zenith flax
errant lotus
haughty moss
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since the update every time we open a lobby we get the black screen bug

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I got it twice, in a row, and when I had someone else host they got the same issue

zenith flax
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which version

haughty moss
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1.4.7

zenith flax
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1.4.8 should be coming out on the thunderstore whenever it decides to

unique geode
haughty moss
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yea, r2 is taking awhile

spiral siren
zenith flax
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I was not aware any moon author was even touching that

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do you know of any

unique flax
zenith flax
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you can manipulate the size from the interiors config but i think it might have an issue i need to resolve

unique flax
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i saw that option, but i only have a problem with one modded moon, so i dont really want to modify some interiors just for this one, thats why im asking this

zenith flax
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there is not that option at this time no

unique flax
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damn

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too bad, thanks for your time

spiral siren
zenith flax
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I hear you vibe wise but in this case specifically if the moon person is asking for a specific size thats smaller than a specific size the interior author is asking for

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i'd probably actually prefer to tell the moon to get bent

spiral siren
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hmm

zenith flax
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If a interior is specifically asking for a certain size I feel far more comfortable taking their word that they need that

spiral siren
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I can see that causing clipping, but I guess they will have to deal with it themselves if that's your solution

zenith flax
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moon people can just move the dungeon thingo in that case

spiral siren
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yeah hopefully

zenith flax
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the only reason its relatively close to the surface is because it didn't need to be any deeper afaik

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personally i would have it wayyy lower anyway

spiral siren
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tbf the further away from the origin it is the more floating point error is introduced

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negligible in the type of range we're talking about probably, but it's definitely not good to just assume it can go anywhere

zenith flax
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i hear you

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def. not an actual problem for us

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i meant more like a couple k rather than a couple hundred

tall kindle
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@zenith flax is the content tag rewrite stuff still planned? It's a bit weird but I thought of one where you'd feed the content tag a name and a texture, I think it could be pretty useful for a lot of what people are doing tbh.
I.e. instead of wesley making a bunch of different preset textures dependent on tag, he just reads the texture on a tag and applies it

zenith flax
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i gotta raincheck that answer

soft eagle
tall kindle
#

Icic

soft eagle
# tall kindle Icic

it was not only about textures, i suppose the plan was basically about making a DataTag<T> thing and the current ContentTag would become a DataTag<Color> type
that's how i see it at least

tall kindle
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Ohh and you'd have a tryget or smthn, I wonder how stuff of type T even works in editor

zenith flax
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Generics work in editor if they have a defined inheriting class

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For classes at least

tall kindle
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Ohh okay that makes sense

unique geode
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@zenith flax Couldn't close out a lobby, LLL throws NRE's on exit

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I know you generally don't like accepting my bug reports but I have greatly reduced the size of my mod pack and the first thing that errored was LLL, I hope you'll take the time to look into this and fix it ^^

plush wing
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Seems to be throwing when other people leave?

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Maybe could be fixed if RequestLoadStatusRefreshServerRpc isn't a RPC because I don't see much point for it to be one if it's constantly being checked if they're the host.

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It seems more of a function that is only meant to be done by host and never called by clients.

unique geode
hot terrace
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hey there, so this is my first time using a mod

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i installed this with the mod manager along with a modded interior "liminal pools", but it doesnt seem to be working in game

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i checked the config file, which shows that its meant to show up in march, i instead copy paste the entire list of moons from the factory interior and pasted it into the mod interior's prompt, but it still wont work in game

plush wing
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And you enabled content configuration aswell?

crisp galleon
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Might be that one

hot terrace
haughty quarry
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Pool Rooms was broken, but has just updated

dusky zinc
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?

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downgrading to 1.4.6 fixed this for me (we were on 1.4.8)

spiral coral
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is there any way to fix this

vague lichen
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so Gale just doesnt see LLLs config anymore? just this portion is left, but the red button will bring up the whole thing in notepad. did the update break it or did I somehow break it

foggy siren
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Still doesn't work for me LOL

buoyant finch
spiral siren
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@zenith flax I wonder, is it possible/would it be good to make only a certain number of bundles load at a time, then unload that batch before starting the next one, in the interest of keeping the peak memory usage during loading down? big packs seem to hit some scarily high numbers and go to my page file and get stuck loading for a ridiculously long time

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(and also crash my browser teehee )

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not only did loading take forever, but unloading also took forever after the loading completed 😅

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(this is with voxx's pack mentioned here: #1295871652168466432 message)

spiral siren
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I guess I should mention the numbers I saw, it hit 15gb during loading and then dropped to 1.5gb after it started unloading

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but that 1.5gb number showed up after unloading just like 5 bundles out of who knows how many, so I think that maybe the RAM usage is just from the decompression algorithms in use, which would mean it definitely would be extremely beneficial to not have the engine under so much memory pressure

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also, I had disabled the faster bundle loading mod, but I had no cache at the time anyway so it was likely going to hit those numbers no matter what

zenith flax
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heard

mortal ruin
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still wondering about scene selection, how do i get it set up correctly for mp? it works fine in sp, but in lan/mp itll either not land and spew this error or do the same when going back up into orbit (where it'll then hang). am i setting something up incorrectly in my project for the bundles/scenes or is this just on lll rn? is scene selection just not a focus for the time being?

crisp galleon
zenith flax
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Please stop

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That was fixed within a week people have repeated that since 😭

zenith flax
mortal ruin
mortal ruin
zenith flax
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Ideally send me some pics here before then 😛

mortal ruin
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what do you need in particular?

zenith flax
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Probably info about whats in your sceneselection list and assetbundle window view of the related bundles

mortal ruin
zenith flax
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Yeah that’s what I was looking for. Will take a look later today for you

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Might be an oversight with the 1.4.0 changes

mortal ruin
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huge thanks. its really cool to see dirge play the way i intended it originally so just lmk if i need to do anything else

crisp galleon
maiden valley
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rebalancedmoons is basically dependant on this feature

barren verge
errant lotus
barren verge
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which ver

errant lotus
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latest

barren verge
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latest is giving me the issue unfortunately

unique geode
unique geode
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@plush wing Since you knew the fix for this perhaps you could release a small patch mod til Batby feels up to fixing it? 🥺

plush wing
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Batby is currently busy with other stuff and they will take a look when they can.

soft fiber
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i put all the info of my issue here.. incase it helps.
#help-and-troubleshooting message

coarse hamlet
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Hello, is there any fix or workaround so other players than host can land the ship on planets?

coarse hamlet
plush wing
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Nice.

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That's probably because the default state for the lever is different between host and client in vanilla.

coarse hamlet
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yea, this might be the issue, like whenever ship goes to orbit, lever is in it's starting state, in unmodded game first "lever pull" has to be done by host and later everyone can pull to land

plush wing
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Not really related because the messages are different between your scenario and the reported issue.

coarse hamlet
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hmm, I should add that "must be server host" shows constantly in orbit and during landing, there is no message like "waiting for ship to land" or something like that

plush wing
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I know.

timber ridge
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So would it be viable to revert LLL to 1.4.6 for now to fix being unable to leave the lobby or it needs to stay updated since many mods depend on it?

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This only happens when you are the host in a multiplayer session and the only way to fix it is having other people leave first which is still pretty bothering...

strange oar
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yoo

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what settings do I need to change to make the dungeons as big as possible

ashen arrow
plush wing
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I think they mean from the user standpoint.

vague lichen
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Is LLL the cause of the 'one player is loading custom moon' issue? I know routing to another planet fixes it but after spending 600 credits to go somewhere and getting this message really sucks.

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Is there another fix if it is LLL?

tall kindle
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Shouldn't be happening on the latest version of LLL

vague lichen
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I believe we tried latest and got it. Well keep using latest incase im remembering incorrectly, just hard to test again without my group.

tall kindle
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Yeah the update must've been like a week ago by now? I'm fairly sure this was fixed in that update

plush wing
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You mean the routing to a moon in the same bundle as the one you were on?

vague lichen
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I think we had a softlock when pulling the lever twice and after downgrading LLL that stopped, but custom moon showed again. Im at work and remembered to ask but didnt expect a reply so quick. Ill test my issue again later to confirm

strange oar
ashen arrow
strange oar
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I want this thing to be a beast

ashen arrow
# strange oar How far

to infinite, but don't make it a large number or it will lag alot and load very slowly

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if you want do it like 6-10

ashen arrow
strange oar
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like are my settings all good

ashen arrow
strange oar
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ok thank you

sullen coral
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@zenith flax Does the Extended Footstep Surface work now? And if it does, how exactly do I use it? confused_dog

plush wing
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Should still work. You register it and then the name in FootstepSurface.surfaceTag is compared with the floor's tag to then set the index to play the sounds.

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(At least I'm seeing in LLL that is being refreshed)

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Actually, this can cause issues, lol.

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I'm guessing if you have "Untagged" in the tag of the surface, it will maybe work.

zenith flax
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Yeah footstep surface stuff is kinda cooked rn

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Basegame way is very hardcoded

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I have a solution for it when I have the chance though

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Starting Uni today so once I settle in I should be able to allocate some nice modding time

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Actually really craving some mod development

north vigil
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heyo got reports of a weird bug with my mod with the newest LLL update and tested it myself and it is unfortunately the case.
After collecting items and leaving a moon, no error shows but a log shows up in the bepinex console which looks like:
[Info : Unity Log] Got no ship grabbable items to save.
and then upon reloading the save all the items in the ship are no longer present, so obviously they aren't saving but I dont know why this would be happening now as I haven't updated my mod since the last time (3 weeks ago) unless something changed on the LLL side of things?
(For clarity, it is ALL scrap that don't save not just my modded items)

junior bone
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I am very, very late but I just wanted you to know i sm also really interested in this. I like the modded interiors, but vanilla really needs a face-lift with more variety. Especially factory.

chrome notch
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+1 for new vanilla tiles. i've seen a few projects floating around but none of them seemed to get off the ground

haughty moss
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still having the loading custom moon bug on the latest version

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but its a lot less common

zenith flax
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4 hours sleep back to back

zenith flax
nimble umbra
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@zenith flax did you came up with any idea how to implement custom footsteps? Because i just came up with one solution, but im not really good at technical side of unity so im not sure if this idea is even possible

zenith flax
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I have one idea in mind, open to hearing yours tho

unique flax
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sup,

seems like the game tries to load every modded moons at start, drastically increasing the ram usage of the game. is there, by any chance, a way to ask LLL to load the moons in ram only when routing to them ?

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probably a weird question from a dev's eyes, but probably worth asking shrug

nimble umbra
# zenith flax I have one idea in mind, open to hearing yours tho

So I came with an idea.
You basically create your collection of footsteps as right now (it has to have a field for a name)
After that, you select a mesh that you want to apply custom footsteps to and attach a special scripts that you need to fill with your footstep libary.
During game, when moon is loaded LLL would basically check for any custom footsteps scripts present in the scene. If object is found with such script the LLL would create temporary custom tag with a prefix and name typed by the moon maker eg: LLLFS-Glass.
This tag would include sounds readed from footstep libary used by the script. Then such mesh will be forced to use this tag with sounds. When moon is being unloaded, the temporary tag with sounds will be deleted.

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So in more human words and better english!

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User created custom footstep libary that includes:

  • Content tag
  • Array with sounds used
  • Surface name string
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Then he attaches custom footstep script into specific mesh of his choice that requires custom footstep libary

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In the game, LLL will search for meshesh with such script. If it finds such, it created a temporary tag with the name: LLLCustomFS-[name specified by developer].

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Such tag includes sounds readed from custom footstep libary

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The mesh tag is overrided so it uses temporary custom tag

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When moon is being unloaded the tag is being removed

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This is my idea that I came up during work today

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I'm not sure if it's possible and even if so it might be resource heavy and unoptimized

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But it's for you to consider

zenith flax
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Not the worst but I think I have a cleaner idea

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I’ll need to try it but I want to use a scriptableobject that lets you pair footstepsurface classes with physics materials

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And then you can reference those physics materials in colliders

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Means people wanting to actually use physics materials on a surface can’t use this but from what I understand that is a very big minority

north vigil
zenith flax
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If the item is handled via lethalllib I can’t promise it will be handled correctly

maiden valley
north vigil
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I'll try disabling the one item I add via LethalLib tomorrow to see if thats somehow causing the issue but I'd be surprised

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I have got to say though this hot loading stuff has been a godsend for the content it works on, so much faster and less intensive its wonderful, excellent job

digital breach
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hey not sure if you're aware but it looks like your NetworkBundleManager Initialize method will be run the number of times the lobby has been reloaded. So first lobby load = 1 time, second lobby load = 2 times, etc.

#

here's 5 lobby reloads: [Warning: Unity Log] [Netcode] You cannot decline the host connection. The connection was automatically approved. [Info : Unity Log] started host! [Info : Unity Log] are we in a server?: True [Info :LethalLevelLoader] LethalLevelLoaderNetworkManager Spawned. [Info :LethalLevelLoader] Initialized LLL Save File, Current Level Was: ExperimentationLevel, Current Vanilla Save Is: LCSaveFile1 [Info :LethalLevelLoader] NetworkBundleManager Initializing. [Info :LethalLevelLoader] Refeshing Loaded Bundles Status! [Info :LethalLevelLoader] Sending LoadedStatus: True To Server! [Info :LethalLevelLoader] LoadedStatus Is Currently: (1 / 1) [Info :LethalLevelLoader] NetworkBundleManager Initializing. [Info :LethalLevelLoader] Refeshing Loaded Bundles Status! [Info :LethalLevelLoader] Sending LoadedStatus: True To Server! [Info :LethalLevelLoader] LoadedStatus Is Currently: (1 / 1) [Info :LethalLevelLoader] NetworkBundleManager Initializing. [Info :LethalLevelLoader] Refeshing Loaded Bundles Status! [Info :LethalLevelLoader] Sending LoadedStatus: True To Server! [Info :LethalLevelLoader] LoadedStatus Is Currently: (1 / 1) [Info :LethalLevelLoader] NetworkBundleManager Initializing. [Info :LethalLevelLoader] Refeshing Loaded Bundles Status! [Info :LethalLevelLoader] Sending LoadedStatus: True To Server! [Info :LethalLevelLoader] LoadedStatus Is Currently: (1 / 1) [Info :LethalLevelLoader] NetworkBundleManager Initializing. [Info :LethalLevelLoader] Refeshing Loaded Bundles Status! [Info :LethalLevelLoader] Sending LoadedStatus: True To Server! [Info :LethalLevelLoader] LoadedStatus Is Currently: (1 / 1) [Info : Unity Log] Enabling connection callbacks in StartOfRound [Info : Unity Log] Began listening to SceneManager_OnLoadComplete1 on this client

#

not sure if it actually has any adverse affects but figured i'd let you know since I just noticed it lol

zenith flax
#

Interesting, probably forgetting to unsubscribe from an event before re-subbing

#

it'll be harmless ye

#

ty

digital breach
#

🫡

zenith flax
#

mixing stuff that runs once per game and once per lobby + networking stuff is annoying lol

digital breach
#

only reason I figured this out is i'm trying to find something else to tie my constellations stuff to since it seems like Plugin.onSetupComplete only runs once and not every lobby load. Not sure if this was changed or just an oversight on my part

zenith flax
#

one runs once on runs per lobby

digital breach
#

ohhhhhhhh so it was a recent change Think

zenith flax
#

oversight on your part but also i also was on that oversight partially for the same reason

digital breach
zenith flax
#

onsetupcomplete is unfortunately a little to vague 😛

#

it's technically right!

digital breach
#

all good lmao, do you know the new event that runs every lobby load on the top of your head?

zenith flax
#

it should be in plugin directly under that one

digital breach
#

er, I guess it's this one Plugin.onLobbyInitialized

zenith flax
#

yeee

digital breach
#

it was staring at me from your NetworkBundleManager.cs page KEKW

zenith flax
#

bundle stuff makes me wanna die

digital breach
zenith flax
#

no it shouldnt be(?)

#

networkbundlemanager should be chilling in samplescene

digital breach
#

eh, if it's not then it'd have to be your lobbyinitialized method that invokes the event right?

#

I can test for ya give me a sec

digital breach
#

lol some of my shit broke on second lobby load. Guess I've had this issue for a while 💀

#

can confirm the event is gucci so it's def the way you're subscribing/unsubscribing to it

acoustic sonnet
#

the 1.4 update greatly reduced ram usage but no matter what moons and interiors take a decent ammunt of ram

unique flax
acoustic sonnet
#

and it applies to some older ones but there isnt an easy was to tell

unique flax
acoustic sonnet
unique flax
#

sorry for all of the questions but i need to know what i'm adding in my pack

crisp galleon
acoustic sonnet
#

escpecially if its a popular moon

maiden valley
#

interesting :O

#

@soft eagle great find!!!

thorny lance
#

got a bit of an issue here, I'm on version 1.4.0

for some reason my mod wont patch a startofround method when LethalLevelLoader is also injected into the game

        [HarmonyPatch(typeof(StartOfRound), nameof(StartOfRound.openingDoorsSequence))]
        [HarmonyPostfix]
        private static void IntroScreen()
        {
            Plugin.mls.LogInfo(">>> in IntroScreen");
        }

This is all it does and it works perfectly fine when LLL isn't running but doesn't print to the console when LLL is injected.

I also tried using [HarmonyAfter("imabatby.lethallevelloader")] and HarmonyPriority.VeyLow but neither worked.

tall kindle
#

Why are you only on version 1.4.0?

thorny lance
#

it's the latest on nuget, wasnt sure how to install 1.4.7 on my own

tall kindle
#

Ah ic

#

Are you not using like a mod manager?

thorny lance
#

currently no, altho ig now that u mention it, I think I could just manually download the DLL and reference it directly

tall kindle
#

Yeah you could, but i'd worry about testing stuff with an older version of LLL, especially when without a mod manager since manually installing mods has a lot of risk of just not downloading the right stuff

#

I recommend gale, it's the best mod manager

maiden valley
#

for the record updating to latest might not fix whatever that issue is

#

bc thats some really weird shit i dont think i remember getting on 1.4.0

plush wing
#

I do.

thorny lance
#

hmm

plush wing
#

Way before 1.4.0, actually.

#

For some reason, it's just not run, don't know why.

maiden valley
#

even then id be surprised if anything relating to that changed

#

but i was able to patch into the door opening stuff fine last i checked

plush wing
#

I mean with LLL, yes.

thorny lance
maiden valley
#

some kid throwing a tantrum on my github because of the current LLL bug

#

like

#

what do you want from me lmao

nimble umbra
#

God why can't i code

zenith flax
#

btw dopadream i know why my stuff is fucked for you i think

#

and it is my fault

#

but fuck

#

i dont wanna fix it ahhh

maiden valley
#

voxx said it happens on other moons

#

like not just my stuff

zenith flax
#

i didn't account for configs changing stuff at points

#

ye but for scene selection stuff specifically

nimble umbra
#

Batby, does custom ship animation thing works for lll?

junior bone
#

Hey could you fix the incompatibility with Rebalanced Moons?

#

It breaks the mods entirely by making it so when you pull the lever, you just don't land at all

zenith flax
#

no get the fuck out of my thread

#

stop being weird on peoples github issues

junior bone
#

i wasn't?

junior bone
#

Jeez, alright sorry. Harsh.

junior bone
# zenith flax is this u

No i was not throwing a tantrum. I was just upset something wasn't working and trying to find a solution. Calm down.

#

I even tried to end it amiacably.

nimble umbra
#

@junior bone use older LLL version when it was compatibile or something

#

If it was in the first place

#

Never used it

junior bone
#

It never was.

nimble umbra
#

Then you have to wait

junior bone
#

I dont get whats wrong with asking, but okay. Im sorry for showing up i guess.

nimble umbra
#

Or its something to do with the author of that mod

zenith flax
#

nothing wrong with asking

#

its how you asked

junior bone
#

Well i never intended to offend anybody so im sorry if i did. I even tried to end on a good note.

#

So ill leave now.

nimble umbra
#

Just use older LLL version before hot load stuff

#

Should be good i guess

#

Or just wait

zenith flax
#

but yeah @maiden valley tldr LLL's new assetbundle system first encapsulates all assetbundles in a class called AssetBundleInfo. This stores the name of the bundle, the location of the file, any accossiated scene references found in the bundle and various functions to load it, unload it and safely try and load stuff from it. This exists so we can touch assetbundles under the safe assumption that they might be unloaded (because unloaded assetbundles are null and you can't talk to them at all)

from there when i process the assetbundles initially I make instances of another new class called an AssetBundleGroup. These groups are basically just a sophicated list where i group together AssetBundleInfos based on their shared references to a specific scene. Then i can ask the AssetBundleGroup to load and unload and it tells all it's infos to do that.

The reason why I think your stuff might be breaking is that i didn't account for the fact that these groupings might dynamically change at runtime, so my cached collections do not accurately represent what needs to be loaded

maiden valley
#

oh

maiden valley
zenith flax
#

I will double check that one

maiden valley
#

okay noted

zenith flax
#

i need to write a better checklist for testing lmao

maiden valley
#

again i am sorry for being so annoying about this lol

#

it just keeps coming up so

zenith flax
#

i very much tested leaving and joining in a single session and in multiplayer but not leaving, closing and re-opening

maiden valley
#

i would love to help but ill be honest LLL is kinda beyond my understanding sometimes

zenith flax
#

Me too! ❤️

If you ever see something that looks weird feel free to ask me about it

unique geode
plush wing
#

It wasn't about that.

unique geode
#

Ah

plush wing
#

I don't want to rush anything, it's up to them how they want to do things at their own pace.

unique geode
#

I agree

#

Especially since he just started Uni

plush wing
#

Plus I have to prepare presentation for dissertation plan anyways.

#

So it's not like I can focus on this anyways, lol.

unique geode
#

Fair

plush wing
# plush wing <:Hmm:803387883720933396>

But one of the things I did find odd when messing with LLL was some of the ServerRPCs being checked for IsServer before being called.

While I understand that you want the function to be only executed by the server and this works because the server is also a client (thus a host), labelling them as ServerRPC would mean that you also want them to be called by clients which doesn't seem what you actually want (because of the IsServer checks)

We had an argument (as in talking about it, not bad talk over each other) on a previous PR where this happened and I (incorrectly) changed it because I didn't consider server-side operations first.

zenith flax
plush wing
#

Because that's what a ServerRPC essentialy is.
It's a function executed by the server and can be called by clients.

zenith flax
#

yes but right now the only client i want calling it is the host

#

i realise now i might need an additional check in refreshloadstatus to reflect this though

plush wing
#

Right but that is also why there are errors when exiting because of the RPC being called when you're disconnecting from other clients.

zenith flax
#

no that error is becuse im being stupid somewhere, not because of rpcs inherently

#

i need them to be serverrpcs to correctly call the clientrpc

plush wing
#

You only need to be the server to call the clientRpcs, no?

zenith flax
#

i originally thought that but was told it additionally has to be inside the context of a serverrpc

#

that could be wrong and/or confusion on someones behalf between ngo versions

plush wing
#

I remember seeing a couple of clientRpcs outside of a serverRpc scope so I don't believe that is true (as in it is required to be in the scope of serverRPC to be able to call a clientRPC).

#

For example Update of RoundManager when managing enemies, from what I remember.

soft eagle
tall kindle
#

ClientRpc's just can't be called inside ClientRpc's, so the safest bet is usually to call em only inside ServerRpc's

#

This problem plagued @tired solar and me for a while in the EnemyAI since we didn't realise one of the functions we override was being called by a ClientRpc and our ClientRpc inside the override wasn't working for any apparent reason

#

If you know 100% that there doesn't need to be a serverrpc in a place you're calling it, like a native unity function like start, update or whatever, then it's fine, but I'd still do it just for consistency's sake

#

I dont know the internal details on why you can't call a clientrpc inside a clientrpc, @feral pecan would know better than me (i think he's the one who explained it to me ages ago)

hexed mesa
#

and when you call clientrpc, it's called on all clients, such as the non-server clients

tall kindle
#

Yeah iirc that's what it is, I just didn't know how to explain that lol

feral pecan
#

if you nest clientRpc only the top level one will be received by all the clients. the others will never be networked

#

same thing with ServerRpcs but that is not an issue as you're already server so it effectively changes nothing

tall kindle
#

I've seen people try to call serverrpc's inside serverrpc's surprisingly

#

I also kinda like the workflow of:
ServerRpc --> ClientRpc --> Local Function

feral pecan
#

you can do:
Lifecycle -> ClientRpc -> Local Function
where Lifecycle are the various "primitive" Unity functions like Awake Start Update ecc.

but the safest way is to always use a ServerRPC to call a ClientRPC

#

and in no case to call a ClientRpc from another ClientRpc nor from a function that could be called by another ClientRpc

#

if you want a techical reason why i can post what Unity compiles RPCs to if you need

thorny lance
# zenith flax but yeah <@717509908479868999> tldr LLL's new assetbundle system first encapsula...

        private static void UpdateLLLConfig(string cmd, int weight = 0)
        {
            string mapName = cmd.Split("/")[1];
            Plugin.mls.LogInfo($">>> MapName: {mapName}");

            ConfigFile LLLConfigFile = new ConfigFile(Path.Combine(Paths.ConfigPath, "LethalLevelLoader.cfg"), false);
            ConfigEntry<bool> enableContentConfiguration = LLLConfigFile.Bind($"Custom Dungeon:  {mapName}", "Enable Content Configuration", false);
            ConfigEntry<string> manualLevelNames = LLLConfigFile.Bind($"Custom Dungeon:  {mapName}", "Manual Level Names List", "Experimentation: 0");

            enableContentConfiguration.Value = true;
            manualLevelNames.Value = $"Experimentation:{weight}";

            LLLConfigFile.Save();
        }

I'm guessing something like this isn't currently supported then ( Changing the likelyhood of a custom interior spawning during the shipPhase by modifying the config)

zenith flax
#

no no thats fine

#

that was just related to sceneselection

thorny lance
#

o

zenith flax
#

interior seleciton happens as late as possible dw

#

scene selection should also be fine to happen as late as possible i'm just a dumbass

thorny lance
#

ah that's good to know then, thanks

tall kindle
#

@zenith flax greed 1.4.9 is borked, ill send error in a sec

#

let me know if you want the full log, this just happened immediately while launching lol

zenith flax
#

im gonna die

crisp galleon
#

May you rest in peace

zenith flax
#

capital D

tall kindle
#

LMAO

merry eagle
#

nvm someone just posted about it

errant lotus
#

so, it just breaks?

#

Should I roll back?

tall kindle
#

yeah it just breaks, just wait for 1.4.10 or whatever the next update is

#

the issue is just a mispelling

zenith flax
#

hotfix rolling out now

digital breach
#

i didnt even know there was an update 💀

zenith flax
#

I have not tested it and it's very small

#

semi testing just setting up my new laptop

errant lotus
#

Let's hope it works :]

digital breach
maiden valley
#

what if there were cold fixes

tall kindle
#

not sure if this is of any help or anything, tried to mess with LLL in unity explorer and got nowhere cuz i couldnt figure out the function calls for loading bundles but i did figure this out:

  • On lobby leave, no bundles are loaded or unloaded.
  • On loading into a lobby (currently only tested on one that has a pre-made save), either unload or load bundles depending on the previous state of the bundles.

so it's technically workable if a person hops into the save, leaves teh save, hops back into it, lol.
tested it with @maiden valley's mod rebalancedmoons beta

#

@zenith flax ^

#

oh i probably should turn on better logging, pretty sure i was just looking with default logs and i'd see "unloaded bundle" or "loaded bundle" when joining the save and landing worked

#

can confirm the issue isnt about being in the same save or anything, the bundles act the same as the above report, so basically:

  • Create a save, be on a custom moon by default (with dopa's mod it'll just be experimentation so that's fine).
  • Wait for LLL to say bundles are loaded (should take a couple secs at most)
  • Leave the lobby, create a new save.
  • LLL will say rebalancedmoonscenes.lethalbundle Unloaded (time)
  • Unable to land
#

if i knew what you used to unload the bundles, i'd just say run that on Exiting to main menu, and that should just work™️

tall kindle
#

wat, i wonder why i cant find this function on my project lol

tall kindle
#

i managed to make it so that when u exit the lobby it loads the bundle, and when u enter it unloads it, exactly how it's meant to be clearly SC_cool_umaru

#

yippee i think i did it

#

ill need to multiplayer test it though probably lol

tall kindle
#

might've found a multiplayer bug? without any of my patches this starts spamming when the host leaves in the middle of a round (moon loaded), client gets kicked fine but host gets stuck, can easily replicate in LAN, idk about actual multiplayer but i presume same issue

#
    [HarmonyPatch(nameof(StartOfRound.OnLocalDisconnect)), HarmonyPostfix]
    internal static void StartOfRoundOnLocalDisconnect_Postfix()
    {
        // Plugin.ExtendedLogging($"Doing nothing");
        // Plugin.ExtendedLogging($"Client {clientId} disconnected.");
        Plugin.ExtendedLogging($"whatever currentClientId is: {NetworkManager.Singleton.LocalClientId}");
        Plugin.ExtendedLogging($"AssetBundleInfos count: {LethalLevelLoader.AssetBundles.AssetBundleLoader.instance.AssetBundleInfos.Count})");
        foreach (var assetBundleInfo in LethalLevelLoader.AssetBundles.AssetBundleLoader.instance.AssetBundleInfos)
        {
            Plugin.ExtendedLogging($"AssetBundleInfo: {assetBundleInfo}");
            Plugin.ExtendedLogging($"AssetBundle: {assetBundleInfo.assetBundle}");
            Plugin.ExtendedLogging($"Active Loading Status: {assetBundleInfo.ActiveLoadingStatus}");
            assetBundleInfo.TryUnloadBundle();
        }
    }
``` this is all i do and it seems to work, I haven't seen any differing (buggy) behaviour from having it existing, did not test it with latejoining but it'd probably just work™️ (dont take my word for it)
#

now that i've satisfied my curiousity, im going to delete this code from my project and let you handle it, if this was helpful then nice, if not then it's fine cuz i was hella bored

#

sorry for big text wall lol

#

oh also get 1.4.10 on nuget beevil

jagged juniper
#

What the new version fix?

unique geode
#

Still can't close out Lobbies in Multiplayer with 1.4.10

#

Same error as 1.4.8

young acorn
#

i also experienced this

rough escarp
#

when we were wiped i couldnt close the lobby to restart

unique geode
#

Yeah 1.4.9 and 1.4.10 were supposed to fix it but it seems like it's still not fixed

nimble umbra
#

I wonder why does it happen in the first place

#

Like how badly the game is designed itself

unique geode
#

Not the game's fault

nimble umbra
#

Im gonna blame zeekers anyway

true void
hearty quartz
true void
timber ridge
#

1.4.6 doesn't have the bug but it has the issue with being unable to pull the lever to land sometimes, Personally I use a mod that makes the moon free when you buy it once so rerouting to a paid moon wont be an issue with losing money

spiral siren
#

also I'm noticing that I can still pull the lever as host before the routing animation has finished, in which case it plays the lever pull animation on the player and then puts the lever on cooldown

maiden valley
#

for a temporary solution

tall kindle
#

sure, it would probably be the same thing except .TryLoadBundle() on whatever function is called on server joining a lobby

maiden valley
#

thanks, hopefully batby doesn't crucify me

rough escarp
#

@umbral oracle did you see any issues when downgrading to 1.4.6

umbral oracle
#

No

rough escarp
#

ic

#

thanks..

umbral oracle
#

What's going on?

rough escarp
#

so we dont run into that "cant quit game" issue

umbral oracle
#

The pain

maiden valley
#

posting this here too in case this issue affects anyone else

#

for the time being it Works

#

at least for me

tall kindle
# maiden valley it worked 😭

Nice, I'd have done it myself but I didnt wanna impose plus I'm like 5ft under in fever rn, glad it worked out easily though

zenith flax
#

when do you apply your configs

#

eg. fuck with the scene selection stuff

maiden valley
#

its called when a player creates a lobby or joins a lobby

zenith flax
#

ahhh

#

that makes sense in the case of your stuff at the very least

#

i think i request the on lobby join refresh before that?

#

any rhyme or reason behind that entry point?

maiden valley
#

um

#

it was the soonest one i was aware of

zenith flax
#

well quickmenumanager.awake and onenable would be sooner but 😛

#

would you mind possibly going off an event LLL has instead?

#

i'd have to see if it actually makes a difference for this problem but

#

generally gonna be cleaner to be earlier i think

maiden valley
#

what is it

zenith flax
#

oh actually i'm realising i need to add another event that doesn't just happen on the first lobby

#

for now i think you'd have to patch my patch

maiden valley
#

ok i must be tweaking theres no way gordion is missing the company content tag

zenith flax
#

it def. shouldn't be 🤔

maiden valley
#

im just doing this

#

😨

zenith flax
#

i assume pretty late right

maiden valley
#

after dungeon generation

#

actually no

zenith flax
#

hm

maiden valley
#

sorry

#

after FinishGeneratingNewLevelClientRpc

zenith flax
#

very odd

#

i don't recall that being reported if that's a real thing?

tall kindle
#

Honestly completely forgot about using the company tag to check if it's a company moon

#

People been using .hasTime or smthn

zenith flax
#

re the other thing i think for now you'd have to do like

        [HarmonyPatch(typeof(StartOfRound), "Awake"), HarmonyPrefix, HarmonyBefore(LethalLevelLoader.Plugin.ModGUID)]
        internal static void StartOfRoundAwake_Prefix(StartOfRound __instance)
maiden valley
#

sure

zenith flax
#

oh actually wait

#

you can get closer hmm

#

maybe try being a asshole and do a prefix on NetworkBundleManager.OnNetworkSpawn

#

i do really apologise for the ongoing hotreloading issues

#

very uncomfortable with it being in that state for so long

maiden valley
#

its no problem

#

i honestly just want people to stop bothering me about it atp xd

zenith flax
#

yeah..

maiden valley
#

that being said

#

if you ever get the chance i'd appreciate it if you could glance at embrion and gordion's default tags

#

just in case

#

they're the only moons in the game that dont return the correct tags for some reason

#

for me

zenith flax
#

is artiface alright

maiden valley
#

let me double check

tall kindle
#

I think @steady ingot had a couple words with enemy related tags like masked not being killable iirc

zenith flax
#

yeee

maiden valley
zenith flax
#

needs a github issue

tall kindle
#

Chop chop stup1d @steady ingot

crisp galleon
maiden valley
#

i rlly appreciate how patient and helpful you have been throughout my entire journey here lol

tall kindle
maiden valley
#

it really doesn't like me doing that

steady ingot
sullen coral
#

The Company tag might not be as safe a method as you think, I believe Sector-0 and Generic's Corrosion use the Company tag for theming purposes

#

Despite being actual moons

maiden valley
#

the company setting is supposed to work on all company themed moons INCLUDING the vanilla one lol

#

i had to add manual code to check for gordion because it actually lacks the company tag, lol!

maiden valley
#

gg chat

steady ingot
#

Wat da Beanie greed

soft fiber
soft fiber
soft eagle
soft fiber
# soft eagle yup, it has an infinitely generating interiour on the "outside"

oh, interesting.

so dungeon generator would be null? or not? I am guessing its null.. because it uses something else to generate the tiles.. so would fall under "company" moon? 😛

luckily for me, my reason to check is because im patching fire exits.. so if there is no interior, there is no fire exits xD either way, i guess ill need to test things with that moon :3

smoky ocean
#

Dungen generation same as in vanilla moons in Zeranos

#

But players enter seamlessly because of the elevator

soft fiber
#

ah then i really need to test on that moon xD

smoky ocean
#

You definetely should

soft fiber
#

i will after i move and get back to modding xD i hate moving, so slow, and yet takes so long and so much effort to happen x.x

vital cliff
#

Is there a tutorial on making buyable stuff?

north vigil
# vital cliff Is there a tutorial on making buyable stuff?

been a while since I did it but its quite simple, I think genuinely you just have to fill in/tick anything store related in the 3 item related scriptable objects you have. e.g. tick buyable, give it a terminal description and what not and it should just work

#

I can give a more precise answer when i'm at my computer if someone doesnt beat me to it

#

having said that, unless its been fixed since then, to my knowledge LLL store items are bugged and cause the terminal to break when reloading saves without quitting the game

vital cliff
#

I thought so, about the terminal description things and stuff, but didn't know if I did it correctly
Still tried to make things buyable it was causing the game to not load correctly

digital breach
karmic pagoda
#

i have problem where no custom moons are showing on the list any ideas?

karmic pagoda
karmic pagoda
#

for example map "egypt" im moving egyptscene.lethalbundle and egypt.lethalbundle to BepInEx: plugins
The same way i put LethalLevelLoader in plugins folder
Download unzip move .dll file or .lethalbundle

karmic pagoda
#

Any idea?

nimble umbra
slim wind
#

no it doesn't

nimble umbra
#

ooops

#

my bad

#

those too

slim wind
#

LLL is correctly loaded (you can see that on the screenshot)

#

so something is in incorrect place 😅

slim wind
nimble umbra
#

this is LLL thing?

slim wind
#

yes

nimble umbra
#

damn

nimble umbra
#

eg: Plugins have LLL.dll and Folder called Orion which has lethalbundles

slim wind
#

that is interesting

nimble umbra
#

what version of orion and LLL are you using?

plush wing
#

Give the full logs.

karmic pagoda
slim wind
#

that's how it's in the r2-modman-downloaded orion (under BepInEx/plugins/sfDesat-Orion):

#

it's weird that it's not working

#

send your whole log

nimble umbra
#

this is what mods you need

slim wind
#

what if LLL has to be lower in the directory tree?

nimble umbra
plush wing
#

Gib logs pretty pl0x.

nimble umbra
#

I HATE SKIBIDI TOILEEEEET

spice stone
#

unable to hide vanilla moons now (yes content config is enabled)

unique geode
plush wing
#

Typical prefix false pepepoint

tall kindle
acoustic sonnet
#

I thought it was another random model swap or sfx mod haaha

spiral siren
#

I couldn't be bothered to make an icon lol

zenith flax
spiral siren
#

I mean feel free to yoink the code, I only figured it out late last night

#

I figured it would be faster for me to just release a fix if you're busy with school

zenith flax
#

i'm pretty wrecked to where i currently can't dive deep into it and test heavily but you know what your doing and i trust you

#

i can find time to ship out a quick update

#

it do be just 1 line

#
        internal void OnClientsChangedRefresh()
        {
            if (!IsServer || (NetworkManager != null && NetworkManager.ShutdownInProgress)) return;
            RequestLoadStatusRefreshServerRpc();
        }

@spiral siren this should be chill ya?

#

wasn't aware of the shutdowninprogress bool

#

this has to handle that weird order of execution thing where my stuff has to run after the networkmanager clientid list has been updated to reflect someone leaving or joining hence my weird patches

spiral siren
spiral siren
#

all I did was use UnityExplorer to hook the place where the NRE was happening to print what was actually null, since it was a fairly sizeable line

zenith flax
#

@spiral siren

spiral siren
#

nice

zenith flax
#

thank you

spiral siren
#

the fix has been deprecated

digital breach
steady ingot
#

🫡

unique geode
#

I'm so happy to see it get fixed :3 I happened to bring up the issue to Zaggy and Matty in vc last night and they figured out the problem lunxara_love_with_tail

unique flax
#

sup, is there a way to sort the interiors displayed in the simulate list by percentage ?

sullen coral
#

I've done some testing and the custom footstep surface appears to work if you use the Untagged tag

#

But of course that means that you can't have quicksand or water work properly

tall kindle
#

(and a lot more, i kinda rely on the terrain tag here and there, i'd wait until batby reworks it)

#

also @zenith flax where do you keep your list of vanilla items/how do i get the items that are vanilla from your PatchedContent lol

plush wing
#

Doing this but with ContentType.Vanilla, lol.

#

There's also OriginalContent.Items

#

Depends on what you want.

tall kindle
tall kindle
#

I just needed all vanilla items

tired solar
serene light
#

How does LethalQuantities or CentralConfig play with LLL? Does one override the other? What if I only edit things like spawn curves and moon info that LLL presumably doesn’t touch?

zenith flax
#

Sounds like a question for those threads

violet panther
#

In LLL's config, I have the Group Split Count set to 3, but in both attached pics the terminal listing isn't behaving the way I expected. Pic1 is sorted by price, Pic2 is sorted by None.
It might be worth noting that I have 5 moons set to be hidden, 4 of which are set to be never be registered on the Terminal as they come bundled with Temper, and I couldn't find a way to download it separately.
If the issue with the Moons grouping isn't the fault of LLL, or if someone's reported this before (or I'm posting this in the wrong place), then I apologise 🙏

crisp galleon
violet panther
#

That'd make sense if true

slim wind
#

that is the case

violet panther
#

Damn 😔 I'll live with it

grizzled dagger
#

Hi! So i'm trying to decrease the size of the subsystems interior via LLL, but it seems like it's not doing anything to the dungeon size. First image is testing with min at 0.5, max at 0.5, and scaler at 0. Second image is with dynamic dungeon size restriction disabled. They feel pretty much the same. This is on titan

slim wind
violet panther
#

Oh yeah, I tried this when initially encountering this problem 😅 Sadly I'm picky on aesthetics, so the overall formatting changes aren't to my liking (I like vanilla layout with the asterisks and stuff), but this is still a really useful mod, thank you for making it

slim wind
violet panther
#

I will look into it again!

feral pecan
#

@zenith flax about the Ship Lever problem. i think i found the issue:

in LethalLevelLoader/General/Patches.cs

you have some code overwriting the Lever Tip and status Before you store the old values.
that introduces an infinite loop.

plus you also have a postfix immediately after that makes me belive you just forgot to remove the code from the Prefix. so here is the diff in question:

= [HarmonyPatch(typeof(StartMatchLever), nameof(StartMatchLever.Update)), HarmonyPrefix, HarmonyPriority(priority)]
= internal static void StartMatchLeverUpdate_Prefix(StartMatchLever __instance)
= {
-     if (SceneManager.loadedSceneCount > 1) return;
-     __instance.triggerScript.disabledHoverTip = NetworkBundleManager.AllowedToLoadLevel ? previousHoverTip : disabledText;
-     __instance.triggerScript.interactable = NetworkBundleManager.AllowedToLoadLevel ? previousInteractableState : false;
- 
=     if (NetworkBundleManager.AllowedToLoadLevel == true)
=     {
=         previousInteractableState = __instance.triggerScript.interactable;
=         previousHoverTip = __instance.triggerScript.disabledHoverTip;
=     }
= }
= 
= 
= internal const string disabledText = "[ At least one player is loading custom moon! ]";
= private static string previousHoverTip;
= private static bool previousInteractableState;
= [HarmonyPatch(typeof(StartMatchLever), nameof(StartMatchLever.Update)), HarmonyPostfix, HarmonyPriority(priority)]
= internal static void StartMatchLeverUpdate_Postfix(StartMatchLever __instance)
= {
=     if (SceneManager.loadedSceneCount > 1) return;
=     __instance.triggerScript.disabledHoverTip = NetworkBundleManager.AllowedToLoadLevel ? previousHoverTip : disabledText;
=     __instance.triggerScript.interactable = NetworkBundleManager.AllowedToLoadLevel ? previousInteractableState : false;
= }
#

to be fair the if (SceneManager.loadedSceneCount > 1) return; i'm not 100% sure if you should keep or remove it but the other two are most likely your issue 😅

zenith flax
#

Will look into this ty

#

The game doing this on update makes it a pain lol

fallow fern
#

If I set an interior to appear at one weight for a tag, at another weight for a second tag, and a given moon has multiple tags, what happens?

#

Say I have Mineshaft at 150 for $Desert and 300 for $Canyon and a moon has both tags

crisp galleon
#

It’s the highest value that gets used

fallow fern
#

Gotcha, thanks

wet vortex
#

how do you check the LLL tags a moon has?

coarse horizon
#

god

abstract bobcat
#

iirc tags get listed if u have logging set to Dev

wet vortex
#

since LLL still has to load moon bundles during startup, does setting individual moons as not registered stop it from loading them into memory the first time?

spiral siren
plush wing
#

For changing the interactable text, sure.
The interactable state isn't updated per frame but rather by other managers whenever they finish routing* to a level or landing.

spiral siren
#

ahh, yeah, that does make it trickier

fallow fern
thorny lance
#

question, does only the host need to change the randomization pool to a specific name and number or do all clients need to change it to be the same?

plush wing
#

From what I read, only the host cares about the rarities as they then tell others what are the valid dungeons.

thorny lance
#

cheers TerminalThumbsUp

maiden valley
#

are custom footsteps not working still? sorry bad memory

#

i can prolly do some postfix magic so its no biggie

#

but i plan for my silly moon to have custom step sounds

nimble umbra
#

I'm still waiting too

frozen vine
#

Can someone here please explain to me why my interiors are desync from my team? I have genuinely never experienced this before but everything online ties it back to lethal level loader 01954fc2-d6db-b196-201c-2df58041fd1a

#

I was host btw and all my teammmates saw a different, seemingly identical interiors to eachother

#

Many fell through the floor, and even in testing one said they saw a completely different interior alltogether

sullen coral
frozen vine
#

i know its depricated but I was hoping that just means its no longer maintained

zenith flax
frozen vine
#

I should mention that yeah even with the generated configs I shared them with my friends they had a desync

#

I was more or less wondering though if it would have anything to do with the interior size multiplier?

#

I had those enabled with the settings 1 10 and 1

#

in that order for every one

zenith flax
#

Possibly

violet yew
#

@zenith flax
is there any way to get the moon list on the terminal to look like this

#

im trying all i can to edit the LLL moon list config but it keeps scattering them apart

#

i want it in this order with these indents

agile saffron
#

Howdy. Been having an issue with LLL interiors loading in my group's modpack. I got around to testing and found that even with just a handful of mods the modded interiors still don't load. Does anybody have any suggestions? Here's my modlist currently if it matters:

#

In this case I've just been testing Atlas_Abyss but I've tested other LLL maps and their interiors also did not load.

humble comet
#

its just a moon mod

bitter pond
#

Yeah, you don't have any interior mods in your modlist

agile saffron
#

Well, that would make a lot of sense. Silly me. thanks 👌

violet yew
maiden valley
violet yew
#

damn

#

are there any other mods that can at least do that

unique flax
#

probably lethal constellation

violet yew
#

no im USING lethal constellations

#

it just lets you make more lists

#

but you cant organize the list itself

#

just assign moons to that list

coarse horizon
#

I've recently noticed that no modded items (e.g. dice, groan tube, funkos) have been spawning in our games. Is it because the scrap lists in LLL are strictly enforced? Because enemies outside of the enemy list can spawn, but that does not seem to be the case for scrap.

E: nvm I had turned on "enable content configuration" for all moons to change their price, but that also meant the scrap list was being enforced. This issue helped me realize this

wet vortex
#

content config in LLL doesn't disallow modded scrap from spawning

coarse horizon
#

I just changed “enable content configuration” to “false” for every moon, and modded items started spawning again. I thought that would also mean the moon prices would go back to their defaults but they didn’t. They stayed what I had set them to in the config file. I guess moon prices are not considered part of “content configuration”— with which I agree 👍

young acorn
#

moon prices are part of content configuration? i think that's a different bug

#

for me, disabling content configuration disables price changes

brazen spire
#

Requesting the ability to blacklist certain dungeons from generating on certain moons via the moon's config.
This would help in scenarios where a moon has the tag needed for multiple other dungeons to spawn, but that moon should have a guaranteed dungeon (like SCP Dungeon on Secret Labs)

wet vortex
brazen spire
#

first of all, thank you, second of all, nice name :3

brazen spire
wet vortex
#

do you have content configuration turned on

brazen spire
brazen spire
wet vortex
#

thats weird

#

since it isn't applying the correct weight from dynamic tags either i guess thats just a config issue

#

do you have anything like central config or lethal quantities

brazen spire
#

no i don't

#

i think the weight is properly applied but its just displaying the chance instead of it

#

as when i change the weight the percent and the weight value in this menu do update

wet vortex
#

i'll see if something similar happens on my end

#

huh, happens for me too

#

@zenith flax is Dynamic Level Tags List supposed to override Manual Level Names List?

brazen spire
wet vortex
#

well that's good to know

#

that dynamic tag overrides manual name

#

i'm not sure how you'd go about blacklisting it then

#

you'd have to take the dynamic tag entry out and manually add it to the moons you want it on

brazen spire
#

I'm hoping its a bug that'll get fixed as doing that with 60+ moons and 20+ interiors sounds like hell 😭

acoustic sonnet
#

ive just been using lethal quantities

wet vortex
#

some interiors have tags like Vanilla:40,Custom:40 that come with it

#

i just didn't know they override manual level name until today

brazen spire
#

yeah i've been going insane trying to figure out why OfficeDungeonFlow was on EVERY moon

#

including moons that should just have one dungeon such as Black Mesa or Secret Labs

zenith flax
wet vortex
#

dang

#

so is there a way to override the dynamic level tags

#

like do negative values work

zenith flax
#

Not at this time

wet vortex
#

ok

zenith flax
#

negative values are problematic because the - character is used to identify vector2 values

wet vortex
#

is it possible to use an identifier (like a letter after the : but before the number) to signal subtraction?

zenith flax
#

possible but there’s no standard for it

#

Blame bepinex config

merry marsh
coarse horizon
quiet stream
#

Is there an issue with LLL handling fire exits or something? I brought this up with wesley and he said it wasn't his fault but I've had a very persistent issue with moons that have more than two fire exits where sometimes I will go in from one exit and then when I go back out I'm somewhere else

#

this has been going on for a looong time, I'm talking like around three weeks ago this started happening consistently

tall kindle
#

what moons have you noticed this on?

#

there are a couple mods that would mess with fire exits

quiet stream
#

i've only played on wesley's moons

#

for like

#

a month

tall kindle
#

lol, i dont think i encountered it when playing his journies but tbh a lot of his moons its hard to tell where a fire exit put you unless its a simple moon like asteroid 13 or atlantica

quiet stream
#

plus I came in with my cruiser parked there

tall kindle
#

ah, yeah that would make it pretty easy to tell

quiet stream
#

so when I came out the other one I lost two minutes trying to get it back. I'm really annoyed lmao so I just wanted to know if it was an LLL issue since I told wes about it and he didn't know what it was

tall kindle
quiet stream
#

and it also happened on calist, and a bunch of other times on a lot of other moons

tall kindle
#

i dont think i've ever seen this issue before so i wanna say not LLL, and afaik wesley moons dont use any fire exit modifications like raph's mod so no idea honestly

quiet stream
#

yeah I really have no idea

#

my pack code is this, I only have wesley's moons + cosmetics, QoL and Bug fixes, so i'm kinda confused

01956992-1ccc-0556-ba65-eb22e8b6293d

quiet stream
#

it does happen a lot on atlantean citadel, too

crisp galleon
#

Is March fine? It’s got three fire exits and while vanilla uses it’s own version of facility interior I think with LLL it’s the same facility as all other moons and LLL just handles the fire exit count

quiet stream
#

aga

#

oops

#

yeah I moreso meant custom moons

#

but I'm seeing a patern in getting it a ton on atlantian citadel

#

though im unsure how that would be its fault

#

or if it's something that can even be the fault of smth

soft fiber
#

The issue is fire exit 1 gets half linked to fire exit 2.

So you go in via 1, and go back out of the one you just went in, and find you are outside 2.

I've noticed it happening just didn't investigate further yet. But it's recently started occurring.

#

By the way, it's probably related to the fact that all fire exits on the inside start with id=1, so I'm guessing id = 1 outside is linked to id = 1 on the inside, then the inside one is changed to 2.

quiet stream
zenith flax
#

there can be desync that lll doesnt prevent but also doesnt cause if the order of them spawning is desynced between clients

quiet stream
#

Weird... I'm always host and I still get em, does that matter?

zenith flax
#

all i can say is it's probably not me

quiet stream
#

could help narrow it down

#

I'm willing to investigate it cuz it's a pretty frustrating bug hahah

quiet stream
#

cuz wesley's relies on that

#

also Bats if you want me to take the convo off the thread I totally can- don't wanna bother ya

soft fiber
#

I thought it was mostly a me issue as no one seemed to be talking about it (I did mention previously).

I will do some checking shortly, and see if it occurs on both client and host for me.

soft fiber
#

this one.. its in RoundManager.

soft fiber
# quiet stream could help narrow it down

only managed to do a minor bit of testing done, i dont see the issue with imperium, LLL, LI or any of their dependencies. (threw my mod in there because i know i fiddle with setexitids)

this is the profile my group used (pretty much the same) for the last few weeks, so it should have the mod in which causes the issue.

01956c6f-0cf8-0f37-f9fd-c16a45ab4945

im happy to look into it deeper when i have more time, but for now i need to go.

quiet stream
#

I'll take a look and see which mods of ours match :J

quiet stream
soft fiber
# quiet stream thats interesting that it happens on march, huh...

it may not always happen, but i notice it when it does. im thinking as i fiddle with fire exits, ill just add in logs to my test build of LI so when fiddle, i check the fire exit details before and after, but if its modified after i set them, then i guess my logs wont change much (so id need to also check it later on, and see if something else has modified the details)

quiet stream
#

got a list going of mods that we have in common, should help

#

I'll look into these (atleast on a surface level, idk how to read code), most of em anyway cuz a bunch are just harmless dependencies and... bepinex LOL

young acorn
#

i also had fair giants.........is fair giants causing the quantum fire exits.........

quiet stream
#

though, the guy who made it has a bad track record of desyncs lmao

#

unless i'm getting people confused, lol

acoustic sonnet
quiet stream
#

nvm it was the fair old birds guy

quiet stream
acoustic sonnet
#

it made giants way more fun for my group bc they has some sort of consistant counterplay

quiet stream
#

does sound cool tho

acoustic sonnet
#

they are total bs

quiet stream
#

ye, thats why I just don't put em there

acoustic sonnet
#

I only really modify moon spawns now if something is really annoying

#

like any kinda of giant on atlantica

soft fiber
quiet stream
#

made a mistake actually, I do not have revisit stingers

#

nor barber fixes

#

or cullfactory, or chameleon

quiet stream
#

this is the actual line-up, after double-triple checking my mods lol

digital breach
quiet stream
soft fiber
quiet stream
#

oh? yeah sure I can

soft fiber
#

ok, now im truly stumped.

#

i did a check before and after my "setexitids" patch in LI, the client doesnt get the right exit id's (i need to recheck as i didnt get entrance/exit points which i think is the more important info)

but you dont use LI.

so.. LI may actually be at fault.. (because my tests suggest it is -_-).. but.. you dont use LI.. so what...?

so it may also be something interfering with my patch, which also affects your profile, that doesnt include LI.

#

i should also add, i checked for patches patching the same thing I am, and found very little.. so, it maybe something is modifying the fire exits without patching anything.

#

nevermind, its just the time delay between host and client sharing data i think.

#

yeah, seems the issue is intermittent.

i tried just now, all data is correct.. EXCEPT the client doesnt get the exit points (i try to pre-load them before round starts so masked can use them without causing errors), but client still goes in and out of fire exit correctly...

so something else must be causing it to be a different ID, or different exit point at some point.

#

with this profile code btw
#1193461151636398080 message

all i did was add a beta for LI (no changes compared to latest) which has code for checking fire exit details + imperium, so i could spawn a masked so i can check after round starts easily

#

so im not even sure its one of the mods that we both use xD

soft fiber
#

ok, i can confirm, this issue is caused before my patch runs.

will provide details shortly... and ill test your profile as well bio once i have finished putting the data in an easy to see view for my profile XD

soft fiber
#

ok, this is an example of where the issue occurs.

this is fire exit #1 on the MOON (outside) from my host's logs

EntName -> EntranceTeleportB
EntID -> 1
EntIsEntranceToBuilding (is outside?) -> True
EntPosition -> (-116.41, -24.61, -97.37)
EntEntrancePoint -> (-116.23, -26.08, -96.26)
EntExitPoint -> (-20.03, -231.98, -29.11)```

this is entrance id 2 on the moon side.. entrance ids above 1 seem to have null exit points.

Entrance # 4
EntName -> EntranceTeleportC
EntID -> 2
EntIsEntranceToBuilding (is outside?) -> True
EntPosition -> (14.45, -15.99, -145.40)
EntEntrancePoint -> (14.35, -17.46, -146.52)
EntExitPoint -> null

after my patch runs, the exit point for entrance # 4 becomes.. "-20.03, -231.98, -29.11"

all i do to get the exit points is run vanilla code -> `EntranceTeleport.FindExitPoint();`

these are INTERIOR (inside) entrances.. after my patch..

Entrance # 2
EntName -> EntranceTeleportB(Clone)
EntID -> 1
EntIsEntranceToBuilding (is outside?) -> False
EntPosition -> (-9.56, -217.98, -0.60)
EntEntrancePoint -> (-10.53, -219.48, -0.61)
EntExitPoint -> (-116.23, -26.08, -96.26)

Entrance # 3
EntName -> EntranceTeleportB(Clone)
EntID -> 2
EntIsEntranceToBuilding (is outside?) -> False
EntPosition -> (-19.06, -230.48, -29.10)
EntEntrancePoint -> (-20.03, -231.98, -29.11)
EntExitPoint -> (14.35, -17.46, -146.52)

before my patch, both exit points are null, and the ID is 1, my patch follows vanilla code with no changes, it just sets it slightly earlier.... 

so it seems the issue is related to vanilla code conflicting with itself in some way.

it sets the IDs one way, and the exit points the other way.

so.. in this case..

on the moon side...

fire exit 1 (moon) -> fire exit 2 (interior)
fire exit 2 (moon) -> fire exit 2 (interior)

and on the interior side...

fire exit 1 (interior) -> fire exit 1 (moon)
fire exit 2 (interior) -> fire exit 2 (moon)

so yeah, i think its just vanilla x.x
soft fiber
#

might be an issue where a client goes through a fire exit before the host, i just ran the same test solo, no issue.

zenith flax
#

so i want to point out again

#

that i set the ids

soft fiber
#

because before my patch runs, they arent set.

#

unless you set them as 1 (for interior) and 0/1/2/3 (for moon side)

zenith flax
#

i don't touch the interior ones because theres no need

#

i validate the exterior ones

#

i have no clue what your trying to say in that big text dump higher up

soft fiber
#

ok, i found your code for the fire exits.. you set the moon side ones (that i thought were set by vanilla code)

what im trying to say with that massive information dump.. is..

the outside fire exits are pre-loaded with an exit point in some cases, and otherwise, null.

and.. at the point of vanilla setting an entrance ID for the interior fire exits... its then setting the fire exit point for one fire exit, but for the other, because it already has a value.. its linking 2 fire exits to one fire exit on the other side.

#

so.. if you dont set that exit point... you may want to make them all null and re-set them all as somewhere along the lines, the IDs and exit points are getting intertangled leading to incorrect results.. and if you do set those exit points, may want to look at that.

zenith flax
#

i do not set exit points

soft fiber
#

then vanilla must have them pre-set?

zenith flax
#

if a door is missing an entrance point that content is broken

soft fiber
#

nah

zenith flax
#

respectfully, that was a statement

soft fiber
#

i understand sorry, my "nah" was meant to be followed up, but i wanted to screenshot the text above and highlight what im pointing out, its not about entrance points.

#

as you can see, the vanilla function, is assigning the same exit point, to a different fire exit, to one which already has that same exit point pre-set somewhere before the level is generated

zenith flax
#

which means either the setup on the content is wrong or the order of entrance objects in the scene/s hierarchy is different between clients

soft fiber
#

well, in my testing, it was MARCH with the vanilla facility.

zenith flax
#

ok

soft fiber
#

ive seen it on march with other interiors too, but yeah, i was just thinking, rather than dwell on what places maybe breaking it, a simple fix would be to make sure all exit points are null.. then set them using the vanilla functon, so at least 1 fire exit, leads to 1 fire exit, not 2 into 1 in some cases.

#

but maybe my thoughts arent correct, i dont know if there is a reason why that entrance has a pre-set exit point while others are null.

zenith flax
#

if an entrance has a already filled reference for an exit point thats a content setup problem

#

which i dont think it is here

#

dunno

#

i don't think this is my fault

soft fiber
#

nah, i dont think its your fault either xD

zenith flax
#

nor vanilla tbh

soft fiber
#

i d k, vanilla moon, vanilla interior, ill try to rule out mods and still get it to occur, but it doesnt seem to always happen and reloading the game 50 times to get it to occur is a pain xD

soft fiber
#

ok well one last piece of information on the issue.

my patch seemingly corrects it (sometimes).

my patch isnt currently setting exit points on clients but is using vanilla code and setting the correct exit point on the host..
but client is suffering with the incorrect exit point, so whatever is setting that exit point is the issue.. LI will auto fix this as part of my patching (when i correct my code) so masked can use teleports, but uh, ill have to look into what mod is causing it still, if any.

north vigil
#

I cannot say I have ever encountered this issue and I've used LLL since I started playing so I also very much doubt its an LLL thing

soft fiber
# north vigil I cannot say I have ever encountered this issue and I've used LLL since I starte...

to be fair. from the start i never suggested it was an LLL thing, i am just talking about it here, because here is where it is being talked about.

my initial opinion was, it maybe my fault, but its likely stemming from something before I (or most people) would patch fire exits (as i patch it before it is touched in vanilla, so im effectivly the first person touching it.. and before i touch it, its set wrongly imho.

so, unless some mod is messing with fire exits the moment they exist.. the options are..

1 - the moons (including vanilla moons like MARCH), or interiors (which includes the 3 fire exit vanilla facility used on march as well as modded interiors) have incorrect setup (as batby said maybe the case)
2 - vanilla is doing something weird which affects multiple 2+ fire exit moons.
3 - some mod is patching before i patch in the process, which is causing fire exits to either, get the wrong ID's, or wrong exit points.

either way.. ill keep looking deeper into it until i find the cause as i now know exactly what im looking for as a sign its occuring, if i can rule out all the mods and strip it back to just vanilla and still getting the issue.. then i will.. but when its not happening all the time, and seemingly only seems to affect the client using fire exit #2 (possibly only when they use it before the host)

also, batby, if you rather this is discussed elsewhere, i will stop talking about it here (i dont want to spam your thread :D), do my investigation.. and bring it up in the relevent place once i know whats causing it, i just figured the information being shared will lead to a quicker solution, and figured as its being discussed here, then here is appropriate, didnt mean to make it seem like its your problem to fix, was just making it clear "something" is wrong, and trying to explain what that "wrong" is.

strange oar
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Is there a config which makes you have the same seed every time?

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In my logs if always sets the seed to 0, and I’m 99% sure it’s got something to do with LLL

wet vortex
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not from this mod

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i think imperium has a function that lets you force the same seed but idk what other mods could do that

merry marsh
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Cullfactory is something that lets you set the seed (typically I use that to set the seed)

wet vortex
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oh i didn't know cullfactory could do that

strange oar
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It keep using the same seed over and over

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Same hazards in the same spots

strange oar
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i always fill any configs i dont use with 0

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i may be a little slow

merry marsh
strange oar
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its all good now and works

spark plume
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Only install the latest version of LethalLevelLoader

soft fiber
# spark plume

thats just lan mode i think, i remember reading about that somewhere, only 1 client can host, if you switch, it breaks the game. I could be wrong tho, and i d k where it was written. have you tried without LLL installed?

spark plume
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Without LethalLevelLoader installed, there is no such problem

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Downgrading LethalLevelLoader to 1.3.13 also doesn't happen

unique flax
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if i'm not mistaken, are those values useless ?

merry marsh
soft fiber
wet vortex
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i think in its current state its just the quantity of scrap in the facility and the scrap weights that matter

soft fiber
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im not sure. but that is the total value.

wet vortex
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i've personally had where the scrap value far exceeds the maximum value in config so i know it doesn't work, but it would've been an interesting bounding box mechanic

soft fiber
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ive been fiddling with the total value + the total amount this week, but i didnt actually check if the total AMOUNT does nothing, ive been modifiying it, and its seemed to have an effect.

if my code wasnt totally broken right this second id test it with an extreme example.

soft fiber
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ie, if you set 500-1000.. you will get 500-1000.. or more.

wet vortex
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that would make sense if some ungodly combination in my profile didn't generate an experimentation with upwards of 2000 credits inside

soft fiber
wet vortex
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yes of course

soft fiber
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ok, i dont have screenshots, but from memory, with the mod im working on..

i set those values in LLL for a moon, at runtime, and lets say my mod goes "you will get 571-1200".. i will always see within that range.. but im testing with no other mods installed.. so its not those values are broken or dont work, its just other mods modify them (like mine will also) afterwards.

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but yeah, as for the total pieces of scrap, that may work, or may not... i thought it was.. and im setting it too, but i didnt look at it too hard.

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actually, forgive me, it maybe my code is still broken, but.. im getting 51 items (my mod said it would be 50), but the scrap amount is wrong for what it should be.. O.o so yeah, maybe its not working, now i need to relook over my code and see if i broke something lol

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yeah, i think i had broken something, its still a bit under what it should be, but its roughly right, so the LLL values should work

the 61st item is the apparatus i beleive. (in fact, the low amount of scrap maybe due to the number im setting for how many items there should be...)

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well seems im wrong 🙂

ive been setting a scrap value, and calculating a scrap total, so i didnt notice the scrap value was doing nothing, guess my calculation is good enough..... x.x so yup, they do nothing, where is my dunces hat? lmao

unique flax
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i mean, you couldnt know

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but i wonder why is option is still present if its unused

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was it used at one point ?

zenith flax
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those values exist in the vanilla item class

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i just added all the easily configurable values vanilla has declared

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currently basegame doesnt use them yet tho

neat geyser
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Hey all, I got a question: could someone please explain how LLL’s ExtendedMod function works? It is able to differentiate items based just on them being from different mods, for instance if two scrap mods had items with the same item name and asset name, LLL could still tell them apart using ExtendedMod? This is all unfamiliar to me

nimble umbra
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Just create LLL content tag

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Set it's name

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And assign to your item

neat geyser
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I see, thank you

wet vortex
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is it possible to do interior hot-reloading? from what i understand about the interior selection process (and i might be wrong about this), it doesn't actually select a specific one until after the seed is determined, so basically it would have to load all possible interiors into memory before landing, and then unload the ones that weren't selected during the generation process?

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just generally asking since it seems like a much more complicated application than with moons

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and after the hot reloading was added to moons, i noticed interiors taking up big chunks of ram instead

zenith flax
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I don't think anyone in the community has the knowledge and passion to do it for free nor the money necessary to convince me to mess with it

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objectively possible but i do not think it's happening

wet vortex
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fair

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also separate question, does LLL have a system for preventing items from getting changed by profile changes? e.g. adding a scrap mod suddenly causes all the items on the ship to change?

zenith flax
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it does

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it doesnt always work

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if it's lethallib items its highly possible it breaks

wet vortex
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gotcha

zenith flax
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in basegame its literally an index

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so handling more context is a pain in the ass

wet vortex
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was wondering cus SmartItemSaving says that LLL's system is more comprehensive, but everytime i tried doing something like that without it, the items got messed up (granted they were all lethallib items so now it makes sense)

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i'm guessing it's way more reliable if the items are registered through LLL

unique flax
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could someone explain to me these settings like i'm five ? especially the last one