#Lethal Level Loader [Custom Content Loading API]
1 messages · Page 30 of 1
example with your current settings: Titan's base level multiplier is 2.2.
scalar 0 = Titan will generate an interior with a multiplier between 0.5 and 1
scalar 0.5 = Titan will generate an interior with a multiplier between 1 and 2.2
scalar 1 = Titan will generate an interior with a multiplier of 2.2
so theres no inbetween like 0.4 or 0.7 for example ?
if you set the scalar to 0, you can set min and max to 0.4 and 0.7 and get the desired result
no no i meant for the size scaler
the only possible values are 0, 0.5 and 1 ?
it's probably dumb but i thought that it could go between 0 and 1
Yes
Any other values won't work
got this when just starting a new save, is this bad? i don't think ive gotten this before
I've never seen this before so I would suspect a recent mod addition is responsible
Sort by Install Date and try disabling the most recently added stuff, if that doesn't fix it then sort by Last Updated and try disabling some of the most recently updated mods
i did update some stuff since i last got that, so i'll see if it still happens
ok it doesn't happen anymore
mightve just been some jank between a few mods before they were updated
Best bet when seeing unknown errors though is always go binary and sort by last updated and install date
and see what it could be
this is also why I generally add 1 mod at a time and do testing lol
just incase of an explosion and I can't root it easily
I wanna be able to immediately go "Okay well this broke something yoink"
lol
why do i keep getting this
trying to make a new project but its not working this time around
not sure why
ah i think i put it in the wrong plugins folder
wait nvm i didnt, idk why its doing this
oh i needed moddatalib
i figured not validating references would be enough
srry for the spam
Someone execute dopa for that perfectly okay question
Copy. Airstrike inbound
Since LL doesn't support moon tags, I'm thinking of making a thing that takes in a tag and returns a list of selectable levels that are valid in that tag, is this already a thing in LLL @zenith flax?
with a little effort, yes
I know this will be a unique one. I have someone on a steam deck that won't run Level level loader but runs the other 100 or so mods

that's kinda funny
@zenith flax for the function
LethalLevelLoader.AssetBundleLoader.AddOnLethalBundleLoadedListener(AutoAddLethalBundle, fileInfo.Name);
What is it expecting exactly for the filename?
the assetbundle name with .lethalbundle ?
Yup it is
Last question
Is there any particular reason to why this function in LethalLevelLoader.AssetBundles.AssetBundleLoader.OnInitialBundlesProcessed
List<AssetBundle> allLoadedBundles = new List<AssetBundle>(AssetBundle.GetAllLoadedAssetBundles());
foreach (KeyValuePair<string, List<Action<AssetBundle>>> lethalBundleRequest in AssetBundleLoader.onLethalBundleLoadedRequestDict)
{
foreach (AssetBundle bundle in allLoadedBundles)
{
if (bundle != null && bundle.name == lethalBundleRequest.Key)
{
using (List<Action<AssetBundle>>.Enumerator enumerator13 = lethalBundleRequest.Value.GetEnumerator())
{
while (enumerator13.MoveNext())
{
Action<AssetBundle> bundleEvent = enumerator13.Current;
bundleEvent(bundle);
}
break;
}
}
}
}
which is responsible for onLethalBundleLoadedRequestDict functions, calls its stored Action functions X * X times where X is the amount of entries in the onLethalBundleLoadedRequestDict
meaning that, since DunGenPlus automatically adds one onLoadRequest for each .lethalbundle in the mod folders, if the mod project were to have 5 .lethalbundles, 5 x 5 = 25 Action calls are called (10 .lethalbundles would be 100, etc.)
?
I have reports that my DunGenPlus mod spams warnings during startup. For every single .lethalbundle loaded, every .lethalbundle in the onLethalBundleLoadedRequestDict dictionary will call their event function.
I have a debug log here where I print a Unity warning message wherever my function added into AddOnLethalBundleLoadedListener is called.
https://pastebin.com/sQ7Q7RvJ
I see 5 copies of each of atlanticdungeoninterior.lethalbundle, grandarmoryinterior.lethalbundle, museuminterior.lethalbundle, etc.
Pastebin.com is the number one paste tool since 2002. Pastebin is a website where you can store text online for a set period of time.
I'm expecting to see only one copy unless I'm mistaken on the usecase of AddOnLethalBundleLoadedListener
oh yikes
and also it may not even call the event, if internal bundle name is not the same as your file name
try for now use AssetBundleLoader.OnBundlesFinishedProcessing event and iterate AssetBundleLoader.Instance.GetAssetBundleInfos
I'll try that in a bits
thank yall for 10mil
haven't been as active cuz uni days have me getting like 2-4 hours of sleep
little cooked

I still get the bug that where you can't land on the company planet or leave it and you have to restart your game and redo the day. Is there a fix for this or another mod I can get that will fix it?
This sounds like another mod causing the issue. LLL’s been fine there as far as I know
@zenith flax There's something wacky going on with Bozoros' bundles, I'm not sure how it hasn't been reported (as far as I can tell), but it seems my interior's bundle is loading before the ExtendedMod bundle (due to being smaller in size), and loading in this order seems to break registering network prefabs and cause a full crash upon landing on Bozoros... 
This stops happening with BFLAP present (which is why I hadn't noticed until trying out a blank profile with just Bozoros)
I can fix it on my end by taking some assets out of that bundle that are only there for convenience (e.g. enemy skins) and putting them into a separate bundle, but I wasn't sure if it was a problem anyone's come across
I over-optimized circus facility 💀
Loooool
Sorry for dropping this in the midst of uni activity, but no rush (I can fix on my end), prioritize resting 
4 hours max is pretty rough
(Also yeah I couldn't actually load into the map to test gals on the Ferris wheel lmao)

you are very likely correct in your guess on the problem and that it's the first time it's probably happened
i can't promise i can fix it in a timespan that's ideal for you
also someone should report that dungeon size config issue on github
Oh it's fine, just wanted to have the issue be known in case anyone else has a pretty small interior and has that happen to them, I'll probably open a github issue for it too
I'll just switch some assets back to a separate bundle
That error in particular could also be due to the banana peel being both a hazard and a map object (I have an outside object that spawns the banana peel prefab, which I also have registered as a spawnable map object through LLL)
So I'm guessing it's trying to load the banana peel, but it's not present in the interior bundle because of that
There's some monkey business going on 🍌
Hmm you know what though, I probably don't need to register the network prefab if it's already in the extended spawnable map objects list
I think I just left that there because I tested outside spawns first, and for that I did have to register it myself
Oh I also did it to apply config settings to the prefab, but I can just grab LLL's reference of it
Yeah nevermind, it was just me clowning around, sorry 
I was bundling the prefab in the ExtendedMod bundle to register it myself (which I don't need to), so it wasn't being included in the interior one
Rubber ducky duty 💀
Wait no I do need to register the network prefab, they aren't showing up for clients if they're just set as a spawnable map object in the ExtendedDungeonFlow, hmm
Alrighty, changed it so it's registered differently (using LLL's reference of it instead of bundling it into the ExtendedMod), and it seems to be working fine
It's still a coin flip as to which bundle loads first, but it should no longer matter 💀
Monkey business appears to be concluded
this is probably a pointless criticism because its too late to change, but it kind of annoys me that content tag names are named like "ValleyContentTag" and not just "Valley".. like the variable is exclusive to content tag names already, i dont see what the point is in clarifying further in the string
asset names are not designed to be used as viable pieces of data
and in the event datatags we're implemented it would no longer be practically viable either
how else am i supposed to query a levels content tags
tho
ig theres color
The string?
no they don't
how/where are you checking them btw
atlas does foreach (var tag in LevelManager.CurrentExtendedLevel.ContentTags)
and inside i just do string Tagname = tag.name
i didnt know there was a separate variable
so thats my bad
What are you doing with this? Nothing inherently wrong just curious
i change skyboxes dynamically based on content tag (assuming the moon both has an HDRI volume set up exactly like vanilla moons, and also uses the vanilla skybox)
Ah nice
Heads up that ContentTagManager.GetAllExtendedContentsByTag(string tag) exists if you ever wanna try and do it like that
Think it should work (?)
LLL stores tags into in a way that can convert from a “local” tag to a “global” one (eg. Two moons with the tag “Tundra” use two different so assets and can have two different colours) so there’s offered functions to try and access matching ones
I had to hardcode support for company building, and embrion bc they both lack their tags which is unfortunate
apologies for that
How long do I have to wait for this to proceed? This shows up when I press any option in launch mode when I start the game. Its taking so long that I have to just quit the game
and it doesn't let me go to the main menu
Nvm was a bug with wesley's moons that didn't let it load
Wesley’s should be fine. Might be something else conflicting
can manual level names not make things lower than the dynamic tag's value?
I'm trying to set it up so that our water based interiors have a comically low chance to appear on infernis but I can't make it lower. I thought dynamic tag was supposed to be the basic value, and you make more specific values with manual level name. But it seems I can only increase it with manual level name and trying to make lower doesn't work. I might just be stupid and doing it wrong so I wanted to check.
yeah
found out a bit ago that manual level weight is just added to dynamic
Alr ty just wanted to make sure.
I think it uses the highest value. I don't believe it adds them together
when a dungeon is loaded into memory does it still have to interface with the lethalbundle? or does LLL stop using the lethalbundle for anything when its loaded into memory?
and i guess while i'm asking does setting "registered in terminal" to false for a moon stop it from being loaded into memory in the first place?
Interiors arent hotloaded like moons are
if im correct
yes i know
only moons are
i'm wondering if it would be viable to include an option for certain interiors to not be loaded at all
since some devs include all their stuff in one bundle
but would also work if the bundles are separated
(mainly as a measure to reduce ram usage)
e.g. if i didn't want to load atlantean citadel from wesley's, i can't just get the other interiors standalone because they all come in a package only
so a setting to disable specifically citadel since i'm not gonna use it anyway and it would free up ram usage
The project isn't in active development but I realized the code-based work for Scoopy's Variety Mod's remake was not public so I just put them up on github for anyone interested.
https://github.com/IAmBatby/Refurbishment
https://github.com/IAmBatby/ScoopysVarietyModRemake
@maiden valley
A lot of this was in a very early prototyping phase so i can't promise it's all functional and/or ideal but might be nice for reference
whats refurbishment?
was the kinda dungen plus thing that allowed those windows and holes
icic
Oh nice, I was kinda wondering how you were going about implementing those
ExtendedTile's neat
Always thought it'd be nice if the Tile class just had information about itself to do more complex stuff, but never got around to following that train of thought
does jt actually workw ith dungenplus
idk if both plugins touch the same things
i had an idea about hotloading
but i need to check back in this channel to see what i already mentioned
i might have the same idea as before with different implementation
alright it was the same idea as before
interior hotloading by what LLL knows is possible for a moon
since i already asked about it before i'm not gonna bother ya about it
but i might try to clone the repo and implement it myself (if i can get myself to comprehend the code)
this was a lot more complicated that i originally thought
what i want to try would probably require changes to extendeddungeonflow and for modmakers to make them compatible
like with the moons
so i probably shouldnt mess with it any more
i have a different idea i'll try to implement though
how can I edit lethallevelloader to allow ALL types of scrap and enemies to spawn in the spawning list? Can I just write All: 10 or Vanilla:10, Custom:10 or something like that?
there's no all but yeah Vanilla and Custom
Does LLL even let you change modded scrap/enemy spawns? I think you have to add them into the moons' spawning lists. Isn't that stuff a per-moon basis? I don't recall there being configs for each scrap/item that you can change, just going into each moon and editing their lists to include whatever scrap/enemies.
Yeah, using vanilla:10,modded:10 doesn't work, I tried it out, so you do have to add it individually.
I'm wondering if leaving those fields empty and just increasing the maximum spawn weight will make it so the different items and enemies are seen more often and in larger quantities.
@zenith flax I keep forgetting to bring this up, so I just went ahead and opened a pull request for it since it's an easy fix: https://github.com/IAmBatby/LethalLevelLoader/pull/182 
Tested it and Ball Cannons™ were able to spawn properly (client POV):
Also double checked there weren't any issues with Bozoros' banana peels (which I was already manually registering via LethalLevelLoaderNetworkManager)
Yeah no worries, it's not really affecting me but figured it was probably something you meant to do (and is the reason some custom interiors' hazards are host-only)
Iirc it's supposed to be Custom instead of Modded for LLL, I can't be certain if Modded doesn't work but try Custom:10 instead
I see Xu already mentioned that even c; I was just checking threads on my phone that I haven't checked recently lol
I'm getting the [must be server host.] bug for some reason
if you have general improvements enable the function that allows anyone to pull the lever
any other mod that does that will probably work
But it mainly popped up when trying to leave a moon
I dunno if that'll work since the only option in the config is specific to launching a game run
you got logs?
Yeah
post em, answer could be in there
I'll let you know if I run into it again. I'll test it out first
@zenith flax Added a bonus fix for this issue to the pull request from a few weeks ago 
Unlocked ExtendedStoryLog entries were getting mad upon reloading lobby and trying to access Sigurd's list
heard, really wanted to do this sooner but uni has been hell, almost done with the semester
Yeah no worries (again), the other issue has a workaround, and for this one I can probably have it fixed specifically for PlayZone lol
Hello i have a issue with enemy pathfinding in my moon they seem to not move or go through the floor sometimes even if it has collision
(my moon is a custom model only using a fbx import)
Might be more of a https://discord.com/channels/1168655651455639582/1263331414271594538 question as that doesn’t sound like a LLL one. My guess is it’s navmesh related.
Hello @zenith flax upon testing a lot mods recently I have come across a small bug with this mod LethalLevelLoader , its not really that major its just more annoying really, upon switching to the next moon in the terminal to travel too, before the loading of the moon has fully happened, the ships lever will display the option to be able to pull it, if pulled nothing will happen because the moon has not fully loaded yet...
(A note; without LethalLevelLoader mod installed this does not happen, upon changing the moon in the terminal the lever will not be able to be pulled until the moon has fully loaded)
anyways I just thought to mention this for a future update one day perhaps.
I think this has been reported before. I believe they’re aware of a few small issues but just have been busy with irl stuff
ohhh true okay thanks for letting me know, that's good to know yea RL does happen to us all 🙂
Hello @zenith flax
I still got the "[ At least one player is loading custom moon! ]" message, but there is no one talking about it since February
For context, i can only get this while having a late join player and using RandomMoonFX, however i don't know if it's RandomMoonFX related, but this mod changes the ship's lever so maybe something in there make the issue re-appear for some reason ?
Can you give me more explanations on how this message is displayed in LLL code so i can try to find a fix for it ? (if it's even possible)
mod still works and is sometimes needed afaik
guys how can i edit LLL config without thunderstore mod manger please help
im trying to disable the feature that randomize's the interior
i want every moon to have its own original interior
edit it in notepad, or notepad++, i wouldent reccommend that though.
or you could setup an excel spreadsheet, that loads the config into the spreadsheet, you then configure it in the spreadsheet, and then also setup exporting the file back to its original format so it can be loaded as your new config file (i do this, but, my implementation is a complete mess, not easy to use, i just do it because i can also keep track of the balance of moons/interiors in my profile.
beyond this though, a mod manager is probably the best, and easiest way (unless your trying to monitor the balance like i am)
do u know the location of the config so i can edit it with notepad
in the config folder, with the rest of the configs
bc the excel method is too hard for me
where can i disable this ?
if yk
is that all your config shows? if so, i beleive you need to load a game save, with all the moons and interiors you wish to use installed first, then close the game, and re-open the config
well, then, stop looking at the configs, load the game, load a save, type "moons" into the terminal, close the terminal, close the game, re-browse to the config, it might be you are somehow overwriting the config in the mod manager after you loaded the save, my mod manager used to do that, so i always closed the config window before loading the game
ok ill try
you go into every interior's config and you wipe all the weights
they'll be displayed like "March:300, Assurance:100" for example
the 2 extra Facility level flows you can just remove the weights from and not put anything in, they're not important
omg thats a lot
i wish it was easier than this
but any way thanks a lot for the help
Just kinda a vibe check, Still very much unable to work on mods for the time being, irl stuff be pretty rough. Apologies for the lack of fixes and implementation of pitched fixes. I am vaguely around in the event v70 causes gamebreaking changes but for time being still just kinda chilling
Yeah completely understandable, I know you've been very busy with Uni and we appreciate when you are around to work on your stuff
Self Cares and RL always come first though above all else
No worries, I have a patch that's applied specifically to LLL v1.4.11 and below that repopulates story logs, in case PlayZone releases before you're able to update 
So it seems the "Enable content configuration" toggle for vanilla and custom levels/moons seems to be a bit broken, at least the scrap spawning list part. The issue i noticed is that when the content configuration toggle is enabled with custom scrap (Like ChillaxScraps or PremiumScraps) installed the custom scrap only spawns in game on the first host. If you quit out into the main menu and load back into the save without restarting the game all custom scrap seems to stop spawning (only for moons with the "Enable content configuration" toggle on) and only the vanilla scrap in the scrap spawning list seem to spawn. (Only Flasks in my case as seen in my Experimentation config picture and the video.)
The only way i have gotten custom scrap to spawn again after triggering this bug is by restarting the game. Custom scrap seems to spawn fine even with the toggle on if you just dont ever quit out and load back in without restarting. This bug does not seem to happen when content configuration is toggled off.
Here is the profile code for testing, its pretty much as minimal as possible. (Only LLL, 1 custom scrap mod and imperium to see the scrap spawned. The bug happens without imperium too.):01971309-85fd-bcfe-c113-3c8f77123188
I did not know LLL supported configurable custom scrap spawns at all, as far as I knew you had to use Cent Config or Lethal Quantities for that
it can be used to register custom scrap
but most people use lethal lib
neither LL or LLL scraps can be adjusted in the LLL config
and the better item saving system only works for LLL scraps
for adjusting custom scraps use CC/LQ or their own config if they provide one
Back from testing this, i can confirm it worked perfectly, thanks!
just confirming this mod won't do hotloading unless the moon is specifically set up to support it?
sometimes it feels like it isn't doing anything since my ram use is still super high, but i assume thats because i have moons in my pack that aren't set up for hotloading
They do kind of need to be set up a certain way, but it’s the way the current tutorial says. Really any new moon or one that’s been updated at all somewhat recently is probably good I’d imagine
that's the thing
i have some that haven't been updated in a while
i'm trying anything to get my ram usage down from 10 gb and nothing seems to work
i have good news
this mod doesn't break down in v70 beta
the only thing i noticed was this
but there were other errors thrown by starlanceraifix
thats not my one
so not pinning it on this mod
i know
starlancer will just need to recompile the mod with the new version's assemblies
ain't no way bro
hello
shouldn't break your stuff
paco said some stuff was broken
Oh?
idk what exactly, I'm just checking out vanilla rn
What stuff
They have a script inheriting doorlock, but other than some minor adjustments should be fine
ah
i'm probably gonna re-rip on my end and bring some stuff to the PartyZone
oh actually @old pebble
there's a new feature that unfortunately requires extra interior setup to use
not breaking but interiors now have handcrafted sprites that better show the room bounds on the radar
I'm curious on what that looks like ingame I don't think I saw that tbh
snip from a older patreon post
oh I thought that was using like the navmesh or something
basically that super bright green is just a sprite facing upwards with the radar layer
sadly not
honestly i do think he could have / a modder could automate it
Damn thought it was navmesh too
Some of the terminal stuff I dislike cuz it became manual (and uglier imo), like the moon outline changes, but some people might like that ig
@inner dune no need to dm me
wont be in LLL directly
its just interior right
do the exteriors have major problems
hm
only on vanilla moons will the lines for outdoors show up, and imperium seems to tell me zeekers just placed all these lines by hand which would be a huge pain
ripping the update now to get a better look. i really don't have time though 😔
since the new radar system doesn't show any image data and now relies on those lines existing in the moon, it leads to all custom moons (currently) being blank (image background removed to avoid any spoilers for wesley's moons)
but you can see what i'm talking about here on the mapper, and i understand the mapper won't show the lines unless i'm looking in the direction of the ship's monitor, which i was doing in this image, but this is basically what it looks like
Just kinda an odd change, I like the new style and idea but the compatibilty issue is kinda jarring, especially since navigation is a key factor on most modded moons you're unfamiliar with
this is how they are made
Huh, interesting
wjat the fuck
huh, I expected some shader nonsense but this is just the manual way
you'll be ok
easy fallback is to reenable the old way
i'm probably not going to tackle the exterior contours but i bet @soft eagle would be curious
looking into the interior side of things..
is that a thing we can do
modding
yeah would be interesting if something similar to terramesh is made to generate contour maps
holy christ
I'm cooked
ya'll getting too scared
i have 7 assignments due this week and im still looking into the interior side of things
we'll figure smth out
prio your assignments
we'll live
eh im almost done
IAmGoated more like
damn
alright
i love how even just a small update feels like a big event in this community
Bozoros is also getting the new creature because I love them
Also gonna be cool seeing Lethal get out of EA
what interior is this
part of me says facility cus this looks like the apparatus tile but the rest of it doesnt
facility but the white is me
ouh
What's the rundown on what zeekers did to the interior cam
I reading that he's using sprites now. And I don't know what he's doing with the colored sprites above
manually placed squares on floors
i was trying to automate it
then got bored and tried to seperate per tile
Seems automatable, which is nice.
The floor has sprites, does the walls have them too? Cause if it was just the floor, he could have done a shader or literally anything else
Cause im seeing some contour stuff above but it looks to be exterior exclusive
How possible you think it is for LLL to switch the cam shaders based on the interior/exterior (when you get the chance)
Instead of whatever the fuck Zeeks is cooking
It can't be LLL how come?
i'd only have it in LLL if i could dynamically reproduce the vanilla effect accurately
nitpicky but feels like the wrong place for it to live otherwise
But it sounds like we want LLL to be able to reproduce the vanilla effect (detect when a modded moon/interior is loaded), which means that inherently it has to mess with the cam stuff, shaders and all, and at that point why not let other mods get the callbacks to use their shaders as well.
for exteriors no shot im reproducing that effect accurately
any dynamic way to intergrate forms of custom solutions like your suggesting is out of my interest scope rn
I get it, but what I'm saying is that you have to detect whether the cam is looking at a vanilla moon or an modded moon or an interior, and do logic accordingly. If you are already checking that, may as well add a callback that simply says, hey we switched to a interior cam. That's all, the extra logic can be handled by other people.
Basically, I can do the handling for the interior cam rendering for everyone's modded interiors. But I would also like a few callbacks so we don't step onto each other's toes
unfortunate but understandable
no pressure on how you choose to develop it, but are you considering having the old radar camera as a fallback in LLL? (and possibly similar for interior) otherwise every moon/interior not manually given compatibility won't have a map screen (or will need to have some other mod installed to fix it). would be nice if all moons and interiors would still work relatively well out of the box
obviously the best solution would be if zeekers does that, but only time will tell on that front
rn nothing going in lll
so it’s my last assignment week for the semester and no sleep today but yeah pretty sure at some point exterior is gonna be easy to gen
Gl
got this when loading rebalanced experimentation, game softlocked and had to quit to menu
only occurred on the first load, trying a second time it worked as usual
did not occur with RBM disabled
lll seems to throw an error about a custom registered enemy despite it working fine before v70
cant help without a log
Alright, 1 sec
V72 broke LLL confirmed?
(/j)
He said all he did was connect to a buddy (who is also using the modpack), afaik both of them are using V72
[02:36:13.5615738] [Info : Unity Log] soumdmanager: True; False
Figured as much
Huge ass modpack and V70 looks pretty big
Thanks o7
@feral pecan AdditionalNetworking appears to be shitting itself in V70+
Or LobbyControl, really not sure
FurnitureLock is also causing custom suits (MoreSuits) to disappear in existing savegames (but not fresh ones)
Shrimp is at it again 😔
Can't keep getting away with it
Just wait for when Jacob updates it, as of right now it's broken and has caused tons of issues since before v70
Ye I know
Forwarded this to #1196943144009351258
is this bad
when a moon mod is hotloadable does it only import the assets it needs from the bundle, not the entire bundle, into ram?
If the hotloading feature is working and the moon supports it, the moon scene bundle is loaded when you route to that moon, and unloaded when you route away from that moon
so if a moon scene bundle contains more than one scene it will load all of them into ram?
yes
got it
Did anything ever come of this? I never did see you push a DungeonGenerationPlus update in the end
I've been out of the loop with LLL for a bit, does LLL support item groups for custom scrap now?
Can LLL manipulate the dungeon spawn chances on different moons?
So I can make my custom interiors spawn more often instead of the original ones
You should see interiors in the LLL config once you start a lobby with them once. Then you can change the spawn stuff. Make sure you check the “enable content configuration” for that interior so it uses your changes and not the default
I saw the generated config, but to tweak spawn chances how should I configure these settings?
These are the one that seemed relevant
Manual level would be moonname:weight and weight is some number that kind of determines how rare/common. it’s itemweight/totalweight so if A has weight 2 and B has weight 3 then A has a 2/5 chance
Like this?
I think so
would it be possible to have a blacklist of lethalbundles to not load with this mod in the future?
mainly thinking about this because of diffoztweaks' ability to block mods from loading by patching bepinex chainloader, because it only works on mods with dlls
it can't stop this mod from loading bundles that might be unwanted but are a dependency of something else
and mods like morecompany already do something like this to blacklist loading of specific cosmetics for instance
Whar, whats like, the use case example here
2 mods i can think of in particular
sector 0 depending on area 71
wesleys interiors only coming as the bundle despite the lethalbundles being separated
Hmm maybe then
It no longer do that 
It used to
Ye I know
I wrote that before I noticed the update
Bumping this question again
How would I go about just getting a list of all items with LLL? (including vanilla)
If possible
just accessing StartOfRound.Instance.itemsList.allItemsList should get you every item
What about of LLLs ExtendedItems?
They should be in there too
The item list is a list of "Item", how can I get their ExtendedItem counterparts?
oh! I understand. Thought you were just asking if items added by LLL were in that list. I do not know the answer to your question unfortunately
Sad :( but thanks for trying <3
I might see if I can do it with Resources.FindObjectsOfTypeAll<>
Look in PatchedContent class
Does it include vanilla items/enemies/etc.?
Ye
Thanks, I'll use that then
I assume if I were to try and change a property like the conductivity of an item or the hp of an enemy through the content I get from PatchedContent, it wouldn't actually change in game would it?
I dont see why it wouldnt
You're accessing the item's unique SO and changing the values in it
It'll change it for all instances of that item current and future
.
Also the enemy's hp isn't even in their EnemyType, its just part of their AI
So you'd need to do enemyType.enemyPrefab.GetComponent<EnemyAI>().health = whatever
I've been able to get the AI as a property of their prefab No I haven't, I did it like how you said xD
If it does that makes this a lot easier
i dont know what context this is
apparently this doesn't work all the time
idk am i using trygettag wrong here?
i mean it should
also it would be nice if try get tag was not case-sensitive
but this is like the second person thats tried to use this and not had it work correctly?
that comment implies its moreso about authors not doing a great job tagging
fair on case sensitivity
yeah its rough because all of soundapi's is case insensitive and so this is the only part that is 😅
yeah, ig is there an easier way for lll to log out what tags are in use by which content?
i currently do a scuffed search to log all tags in use, but it doesn't have which content it belongs too
ExtendedContent.ContentTags is public if you wanna read what something has
ContentTagManager.globalContentTagExtendedContentDictionary is a <string, List<ExtendedContent>> dict that you might like
does lll not have a native way for users to figure out tags?
i could be wrong but iirc i dont think you ever fill in ContentTagManager.globalContentTagExtendedContentDictionary, either that or im misremembering why I couldn't use it
oh cool ill just die
the former option?
no i mean like a player tweaking confisg
tags are built to reflect the theming of the content, that shouldnt be on the user to decide
im a player wanting to tweak some rarity config of an enemy that supports lll tags. i want to put the enemy fairly common on all forest moons (modded and vanilla). how can i figure out if the moon creators have actually added the forest tag?
to do what you want to do thats via putting the string in the enemies levelmatchingproperties
to check if a moon creator has used the tag you can check the extendedlevels contenttags
im a player who doesn't know how to use c#. how do they know?
like is there some file that contains the correspondence?
There is not, unfortunately
i would've thought you'd log each content's contenttag stuff with your batby developer mode tbh
I think i do but maybe per mod and not per content
hmm ic
I do see it get logged
Oh wait it's just vanilla stuff I think

rip
Is there a way that I can just remove anything that would be parsed as Experimentation (or any moon) from this list without several checks?
Or is there some other property I should be looking at
Actually, maybe some compiled list of the rarity of a dungeon on each moon after taking into account LLLs config might be better
If a moon has it's price decreased by a mod (like LGU) will LLLs interior injection system account for that when using the price brackets injection?
It shouldn't.
can i get any info on why the moon might take this long to load? its only a 40~50mb moon
and its the only one in my testing pack
no clue
i keep getting this error on my moon, it softlocks me on the loading seed screen
is the terrain instanced?
it wouldnt be that, the error is suggesting that theres some scrap tryign to spawn in the moon thats invalid, i would check your Item Scriptable Objects you have put into the moon
thats the thing, i've checked the items thoroughly but found nothing
my issue is that the error doesnt help finding which item is the problem at all
send your bundle ill check
can i send it in dms?
Uh sure
How can I get all the LLL content tags?
of a specific content or all currently loaded content tags?
@tall kindle?
Oh I don't know off the top of my head I just asked so whoever answers u would know exactly what you're askin
This is an oddly specific question but say I modify big bolt in LLL's PatchedContent, I go to a moon and get a big bolt that has the modifications. Then I modify the big bolt in PatchedContent AGAIN, how can I make sure that the big bolt that already exists does not inherit any of these changes?
Because normally it will
Or should I go about modifying things differently? My goal is just to have an item that spawns on experimentation be different then the same item if it spawns on assurance (or any moon) and stay different
I'm doing the same for enemies and some moons but I don't need to worry about those persisting through days, so scrap is pretty much the only thing that has this issue.
You won't be able to ensure it's different if you need to make something unique that exists in its Item SO
That's because you'll need to duplicate that and change the fields inside it, but you really shouldn't do anything to do with duplicating any content's SO
Ok... I maybe understand x)
@zenith flax Hey, what's left for DOS Company to be ready for release?
Sorry if you've gotten this question before, I'm just curious (and I know you're busy, not saying you should release it now, just curious on the progress for that)
so much haha
biggest one is performance wise it's just a nightmare
unfortunately a majority of it is more proof of concept than anything
oh really? I thought it would kinda improve performance
cuz of how simplistic the graphics are
but I suppose it takes a lot to get the game to look like that
so it makes total sense
it absolutely does but also like quintuples ram usage as it is currently
Ah sad
holy shit LMAO
Yeah
Ideally it would be fully done by a custom shader
it does not do that right now
I manually analyse every single texture in the game and recreate them
ohhhhh damn
What is the latest point at which I can change the planet matching settings in dungeon flows and have it actually count? I currently try it on a RoundManager.GenerateNewFloor prefix, but looking through LLL's Github I see that the final list of dungeons for the level is already determined by that point.
@zenith flax Hey bats, figured you'd wanna know there's a typo in the config for LLL
also the Amythest tag from the document isn't actually on Embrion, nor is the Company tag on Gordion
unplayable
uninstalling LLL until its fixed
-# (j)
Z not S, get Louisoix'd
also it says ton and not tion
lol
so it should be randomization not randomisaton XD
randomisation works either depending on where you're from
i didn't even think about the "z" i only saw the missing i lmao
erm ackshually i'm irish 🤓☝️
but ig we do use british english here you're right lmao
Yeah I thought randomisation was also correct
this is a game that uses unity
where technically
randomization would be the correct way
so im gonna go with that just to be a contrarian
i just found out about LLL's sceneselection, how can i use it to randomize landing locations?
are they weight based?
it's broken on multiplayer (or atleast I believe that's the case), so i'd hold off on that
:/
been an issue since last year pretty much
Did you ever take a look at this? I see you said it was fixed but everyone has been saying it's broken even after this and I can't find a message of you having checked this, sorry to bother you
A lot of people tried doing it and the only project who currently does it i think is dopa's RBM
I want it so bad too....
altMoons' scene selection stuff looks so peak but batby never looked into vodka's issue and I haven't seen anyone else pull off scene selection
ig ill see what dopa did
hell yeah
if you get it working tell me so I can tell my other buds about it
teehee
I mean vodka's been sitting on their scene selection shit for like... 6+ months now
so it's already taken a while, no rush
8 months but whos counting 🫠
Just do it the way that @steady ingot does it for Seichi

I was telling Vodka to make use of the way you change moon scenes lol
so he stops sitting on it
Oh I thought you meant the sitting on shit for 6+ months
Lmao he's been sitting on his scene stuff cus LLL's scene stuff doesn't work
how does s1ckboy do it?
I asked dopa how she does hers so I could relay it to vodka
but her scenes are guaranteed, not chance based
@steady ingot
I was JeLLoing the moon
but yeah I can give you some intel about it later it depends on how you want to do it theres quite a few ways
@mortal ruin @rough escarp
Tbf s1ckboy does it in the messiest way possible, it'd be nice if LLL's way worked (assuming it doesnt)
Yeah but we've been banking on it getting fixed for... again like 8+ months now
Doesn't matter how clean it is at this point, if it works it works
Wuh whats messy about it?
You have literally everything in one scene
Aye 
Eh
I mean tbf so do Wesley's moons with the alt scenes for the progression stuff and the Blue scenes for Infernis and Lecaro
It's kinda the only way to do it rn
You can't really blame people for putting together bad systems if the system that's supposed to work doesn't actually work for them
And imo it's not even a bad system
it works
and s1ckboy has shown the sizes can be properly compressed even
i mean ideally you wouldn't have to load twice the map every time but like. the og system didnt work when they tried it so what are they supposed to do
this is also true
at most it's a detriment to load times
right?
Yeah and even then LLL bundles load pretty quickly on game boot, you see how fast Wesley's loads which is insane for the size and how many moons there are
I dont wanna be that guy, actually I kinda do, I'd code the solution 
Dopa managed it just fine
But anyway s1ckboy and Wesley's weather variations are different from random variations
It just depends what u wanna do
Afaik the only random variation thing wesley has is cosmocos
I mean for the progression thing I'm pretty sure it's making use of code through JLL
And I've never had that not break
then do it so we don't have to deal with jank systems
i'd love that genuinely
and I think you could do it
her's are not weighted and apply 100% of the time, so it's also not exactly the same either
modpack issue or smth idk
ive never had it break
True
I do wonder why it breaks, and why it never broke for me
Idk why it breaks but yeah I don't have a good experience with that type of thing
yuh, me neither (obv)
I was gonna say no, but I'll consider it
im not rushing and doing a hackjob w my work. also >he
It sort of fits what I'm already doing rn anyway, I.e. adding tiles onto any interior depending on the moon or whatever
gongus
shit mb
||vodka uses they/them, i misgendered them yesterday by accident||
i'm pretty sure cosmocos is just a bunch of seperate terrain moved into place on existing terrain instead of an entire change to the scene
Got ya ^^
Is there anything the moon doesn't have that prevent the fox from getting on the ship?
is there any chance for an LLL maintainer or helper in not so distant future? despite the api being in a really good spot right now there's a few unadressed bugs in the current build that either prevent certain features from working or just cause a lot of errors when they do work... I can't in good consciousness ask batby to fix any of these at the current time because of his current situation so I think a helper should be considered, at the very least...
LLL is by far the most important API in LC modding, the fact that it's worked so well despite it being the work of a single person is amazing
Yeah I also have found a few bugs myself but they're so minor they aren't worth pestering Batby about
He's got a life and is going through money troubles and stuff, also he's busy with Uni
working with LLL for the past week has been incredibly fun, even the most tedious of tasks didn't really feel like tasks, it all felt super fun and this tool just fucking helps culltivate so much creativity
I already said this, and let me finish 👍
but you bring up a great point, there's a few things here and there that are not super important, but are still something that should be addressed
which is why I think at the very least a helper should be considered for the mod, someone who can iron out some of the smaller bugs and ensure that most of everything works as batby intends it to
it's naive to think one person could be constantly active in the community and maintain, bugfix, debug, etc for an API of this magnitude. I don't doubt batby's ability to do so eventually, just that it would be faster snd more efficient for the upkeep of the tool if there was an extra helping hand or two
Yeah
agree
a mod of this magnitude needs an active maintainer
at least to make sure the current features stay working
so that batby can focus on more important aspects than just fixing bugs
and most importantly, real life. because this API is not a priority over his own living situation
of course
I've talked to people about it and I'm still available to talk to people about it
I know with all the pr's pacoito has been doing he'd probably be a good option to be a maintainer, if he's interested ofc
Has anyone reached out?
i knew you'd put paco up
-# It was like two 
People have reached out in the past yes
I have a lot of respect for him what can I say? 
sure sure
jacob
i really hope progress is made on finding a person in that case; LLL is a lot of fun to work with, really
But also I've been avoiding looking into fixing more LLL stuff while it's still in the middle of its rewrite, as a good chunk of it is just fixed by it 
I don't think I've had as much fun modding a game ever as I've had making my moon
Fair
I feel very bad that I was unable to push that through
Honestly I don't think you're at fault, you explained your financial situation is tough so you had to put work on hold
I get it
RL always comes first
definitely
It's good you feel bad but also it's understandable your motivation is low
I might try get a build of the latest commit working, I do have a decent idea of what's going on with the WIP stuff (I've started messing with static generic interfaces a bit for my library, due to the NetworkSingleton stuff) 
I think I've heard rhis mentioned at but I can't recall correctly
Wasn't he waiting on the LLL rewrite to release?
shrug emoji
I'm unsure if he was or not
But he might have been waiting since Batby got very active for a bit
best not to speculate I suppose
Yeah agreed
are you allowed to say what stuff you've been working on for LLL? mostly just out of curiosity
Oh not me
It do just be all the most recent LLL commits I'm referring to, the overall ExtendedContent changes
oh!!! in that case I have no idea what those changes do heheh
but I'm glad batby's getting help
It's pretty much LLL 2 tbh
ay nice, that's great to hear
this kinda stuff will be way easier in future Unity's btw. C#11 and C#14 allow for
-static virtuals in interfaces
-static abstracts in interfaces
-extension properties
-static extensions
Oh huh, neat 
do you feel like you'd need someone to throw you a bone there? maybe someone would be willing to since you've already got people volunteering on other LLL things
though now that I think about it, for a rewrite it might get complicated? I'm not familiar with how you work on stuff
I am fairly picky with who i'd prefer to work on this project though because I think there's a lot of design considerations to be had in building up an API like this to cater to the intended experience it's built for
I mean, if it's just for helping with bugs would that still be a factor to consider?
rewrite..?
oh brother
It’s not a great answer but it just depends
fair enough I guess!
Always welcome to ask me questions about any of it btw 👍
@zenith flax Do you know any difference with modded moons that makes the kidnapper fox IA not fully work?
no
This wouldn't be a LLL issue cus they worked fine in V69, I think it's something with Zeekerss fully removing the shrouds in V70 and how YesFox reimplements the system
Even if it was LLL related it's not really something for Batby to fix imo
He's busy and the enemy isn't vanilla anymore
It didn't work in v69. And I didn't say that's LLL problem I'm asking about what's missing in the modded moons that makes fox work.
@zenith flax since im doing tag stuff and im trying to stay consistent with LLL, can i have your data for how you differentiated items into low weight, medium weight, heavy weight, and low value, medium value and high value
okay im starting to think there might be some slight flaws, i dont know if i'd consider an apparatus (32 weight) Light-Weight and a knife (0 weight) Medium-Weight
was done via some calculation at some point
do you care too much if i just kinda ignore some of your values if they're questionable?
i wont be touching moon tag changes since that'll cause actual changes with what people are used to
but ill be messing with some enemy and some item tags
¯_(ツ)_/¯
Sorry, meow, the Lethal Company Modding community has restricted the ability to share links to that specific platform. Please use modmail if you have any questions or this is an important link, mew!
How could you be like that Pawsy 
-# idk what platform it is
Tw*tter probably
Tr*te?
it could have been a discord invite link.
so...
I've heard this mod is kinda broken in the new v73 update :,]
Because FixPluginTypesSerialization is a dependency for LLL and it broke with v73
We'll have to see if LLL itself is actually broken with v73 once that mod gets updated
Also needs to be rebuilt due to the netcode package being updated
Ah true, forgot about that
huuuuuuuuuuuuuuh
what do you mean, "FPTS broke in v73"
oh tbf
unity version change
Yeha unity version change
auuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuugh
yuh
yeah, i cant launch now cuz im not on pc but it does if anyone wants to reprod error
if someone could reproduce the error and send it somewhere i can see it, that would be helpful
Here ya go
Uh from a non-dev perspective
Profile contains only that and BepInEx on the second run
(Had LethalCompanyVR too but disabled after the first run)
are you fucking joking
That's the log that r2modman provided for me when I ran it for v73 so uhh...
yeah no dw i'm just upset
Currently pretty busy with shitty irl stuff so this won’t update asap but i’ll try to get on it soon, ideally when the dust settles a little bit
I hope everything is going well over there.
We appreciate the response.
Hope all is well and things work out.
v72 works just fine in the meantime. while eager, i can certainly wait
is it forking time
I feel really bad about how long this is taking and how impatient everyone is getting 🙁
It shows how important this API is and how badly the community needs it to be updated
Thing is the 'fork' I was thinking of uploading would ideally just be under the same GUID and stuff for compatibility reasons (since everyone's targeting imabatby.lethallevelloader), but due to a FPTS issue if there's a second (older) LLL present in the profile, even if it doesn't load at all (says it's skipped, or disabled through a preloader patch), it won't serialize stuff
Having a second LLL like this (even if temporary) just sounds messy in general, even if you can disable the older version it'll reenable if you enable any mod that uses LLL, and if you opt for uninstalling the older version it'll just get redownloaded every time you install a new moon
and you?
Made that up 
was this a problem with LLL Fixed V50 as well
afaik LLL Fixed V50 relied on you disabling original LLL
because it just hard crashed you at company or whatever it was
yeah
Yeahh
I've been helping test the shit out of it lol so I do wanna see this update go up
I don't see a problem w this esp if it's temporary
Rahhhh
Which. it should be temporary
honestly i'd be fine disabling the old one since from what it sounds uploading it separate would just be a temp fix
Yeah
and i already do that kinda thing with hookgenpatcher so
Yeah but HookGenPatcher being enabled doesn't break stuff
its ok paco and me will release it
its ok paco and me will release it
only thing that would get messy is modpack making cuz you can't exclude dependencies or disable mods
its ok paco and me will release it
but you just put a disclaimer
na im just saying i already deal with mods reenabling themself all the time this would be nothing new
Yeah but can't expect it out of everyone
just tell everyone to disable LLL in the description of the fork
if they don't read that's their fault
yeah no one's gonna download it without like looking at what it is
If it gets added as a moon dependency for instance
Nah I was saying this cus I was planning on us uploading the fork under a Team cus pacoito deals with a lot of storms and power outages, so if bugs do somehow happen to get found and a patch needs uploaded I can upload it for him
It's not even pacoito's fault
you got this, upload those LLL fixes for us
use your data paco cmon
Batby was willing to review this PR yesterday, I'd rather wait a bit before doing anything definitive 💀
paco cheaping out on us, cant even spend his data to upload the LLL fixes
that's the moon dev's fault
not yours
Yeah I hope he does keep to his promise of looking at it today
I wouldn't blame a moon dev for adding an LLL that makes their moon work
nah i see this happening though
yeah it will happen, did happen w LLL fix
but releasing a fork and having some people read before installing is better than telling people to go downgrade their steam version and also every single mod they installed to play the game
like, every day
we had a guy come into vc today asking for modpack codes cuz he couldn't get his game to run w mods lol
and we had to explain bit by bit what he had to do
it is way better to disable a single mod
Yeah
the correct route was obviously to be a doomer and say lethal modding is dead
does bepinex not load the one with the highest version?
it should but i think paco was having some issues with that weirdly
Yeah the older plugin doesn't load
But stuff isn't serialized
It be an FPTS bug
patch FPTS as a hacky workaround?
Not really a bug, I remember @lyric glade explained why it happens a while back
I said this to paco already but I'll say again here. I don't think rushing in and posting the fork when he might be busy with other stuff is a good idea. I get he told you guys he'd do it today or whatever but you can wait a bit longer. something might've come up for him, you don't know.
Give it at least a week for him to find some time, it's not been that long of a time.
I think that overall, posting a fork now that works is better because people will be able to use LLL until batby uploads it
From what I heard Paco’s fork works fine 
also if these changes will be merged with LLL we can get early testing done technically
right?
Honestly if there's a fix for FPTS not serializing if an older version of the plugin is present I'd be more open to uploading it early, I haven't really looked into the internals of what's goin on though so I dunno how gullible a fix would be 
idk. i disagree just because people can play last version just fine. things aren't unplayable rn because of that. And just waiting a day or two seems easier to me than the whole mess with a fork that everyone has to add to their packs, remove the old one. only for batby to update in a day or two and everyone has to go add back the original and remove the new etc
vs not updating at all for like a day or two and then everything works when the update comes out
The thing is so many mods are updating and chugging along, so telling people to just keep playing v72 is not really feasable anymore
because you have to downgrade several mods as well
Like for the first few days it was fine sure, but we're at the point where almost everything works on v73 minus LLL
"not really feasable" is strong language when the solution is just don't click the update button ¯_(ツ)_/¯
just wait a few more days is all im saying
i don't think that should be a controversial take lmao
I have let him know there's a lotta people are waiting on the LLL update before pushing their v73 stuff, so he do be aware of it + he has been replying (whenever he's had the chance to)
I think it was just bad timing on my part too, I coulda opened the PR like on Sunday when (I'm guessing) he had some time available, but I didn't wanna push it prior to FPTS being fixed due to not being certain everything was okay 
-# (And actually everything wasn't okay, there were a couple goofs in the ExtendedUnlockableItem stuff I did
)
I mean I don't think there's anything wrong w what you did
You were just being careful
I'd say that batby has kinda created the situation where he's the only one who can update LLL, so we kinda have to work around that. And as said, a lot of devs have worked on fixing their mods, so waiting on LLL just because batby hasn't been here to push an update is kinda not optimal
also wasn't there a time where people would upload patches for LLL
back in v50 i think?
they're deprecated now
yeah that's what we were referring to with "LLL fix" n stuff like that
then what are we waiting for smh..
as long as they're moderated, copycats of the fork get taken down and the fork itself gets boomed after LLL releases w its changes I see no downside
I have offered multiple people the opportunity to work on LLL.
fair enough
You are a massive reason why I stopped developing mods.
Ill check it when I can check it
People can do whatever the fuck they want in the meantime idc anymore
No offense but I don't believe this is true, you started attacking and targetting us for not really any real reason months ago and despite multiple apologies you still do so which is extremely narcissistic. I have no bad blood with you, no bad feelings for you, no grudges with you at all whatsoever and the fact you still try and put the sole blame on me for shit anytime you see me when we all know it's due to iRL stuff you're going through is simply unfair. I've done plenty of apologizing, plenty of attempts to ammend things with you, plenty of times I've mentioned I even understand why you got frustrated from the way certain things were worded but I've also explained that sometimes I just word things poorly due to having DID and Autism. I'm sorry that we can't always get along, but to sit here and say I'm to blame for you not wanting to work on stuff anymore is narcissistic and simply not true.
I'm simply done with this abuse, I have done nothing wrong to you and I am not feeding into this behavior anymore.
I dont give a fuck about your apologies because you have never changed your behaviour
be done
i have asked you not to talk here multiple times
This is true
Its not the way you word things, its the things you bring up in the first place :P
It’s both
Well yeah, but the root cause is not the wording
id say its still a good chunk of why though
The real problem here is Thunderstore not having prereleases.
I mean it would be neat to have them, but I can't exactly push an LLL prerelease either 
speaking not as a moderator: I don't think voicing this opinion is constructive, I believe you may have had good intentions in posting it, but this type of justification is emotionally manipulative
Or uploads targetting specific versions
or any feature at all lmfao
💀
fuck me, dependencies not having version ranges is actually asinine
it's package manager 101
so im in a position where im unfortunately insanely busy irl and while i absolutely do trust paco and their updated version if i do update LLL it updates it for everyone
and i am not in a position to put out fires if they do come up right now
I'd be down to look into hotfixing things too, but yeah I understand wanting to be certain everything's fine
Doesn't mean im not going to do it it's just harder than it soundsd
Ye
With too much shade it would have been nice for Zeekerss to not have yeeted into new unity updates like this without warning
But most of my blame atp is Thunderstore
if i had to guess, he probably didn't think of the effect it'd have on the modding side of things
and probably didn't think a warning was needed as it wouldn't be useful information/neccessary etc to people who like, play vanilla and such
Not being aware is a choice
i honestly have no idea as to why he didn't unfortunately
Mods in general recovered surprisingly fast from the version change, everyone rushed to fix things 
the biggest issues were like, netcode patcher, fpts and shit right?
Ye
Unity project patcher fix is still in the works, but technically it's not urgent
i'm happy to see alot of people are managing to get stuff updated for 73 already
true
I had LLL working (sorta) since sunday 
yee i remember this
(I was still waiting on FPTS for things to be serialized properly)
once lll updates, i'll update the netcode on my truck for v73
what about adding paco to your TS team so if issues do crop up they can address it quickly?
it's a pdf because i don't know a site that handles the formatting. Not interested in discussing this further unless it involves clearing up any inaccurarices relating to the contents
thank you for the response and clearing anything up from your side batby, without being specific in any way to anything, i'm sorry you had to deal with something like this, and i do hope things get better for you post transition year
I'm just going to comment on my comments about the critique I've given regarding the maintenance of LLL, even if it's not the focus here. I do understand the current situation and didn't know about the existing cases of offering a few people contributor status. Anyways, as a mostly an API developer my self, the reason why I said:
batby has kinda created the situation where he's the only one who can update LLL
comes from my prior experience maintaining APIs.
And I will say, you do need to actively look for contributors or else barely no one is going to come help with maintenance. Sometimes people don't realize that they can just contribute to projects. And when they do contribute, it's important to be responsive in giving feedback if their PRs have issues or just be relatively quick to merge them.
And if you don't have time to do it, you need to get another maintainer on the project, hopefully someone who is experienced and who you can trust. Usually people who have contributed before are good candidates since it does show that they have interest in the project.
For example when Evaisa was leaving the community and LL, she gave me and you perms to the repo and ability to push updates, and there hasn't really been any issues getting it updated because there's us who can do so.
It does mean that you no longer necessarily have full control over the project, but that's actually a good thing as it's a lot less that you need to do maintenance-wise.
For PEAK, the people wanted a community API (well, I was probably the #1 person pushing for it) and the first thing I did was to set up the foundation and the initial submodule (item registration API), but for the rest of the project my role has been "reviewer of PRs", so pointing out some API tweaks I'd want and ensuring everything stays sane. I don't have full control of the API, but that's what makes the project feasible, and there will be good candidates to take over as a main maintainer once I'm gone.
A bunch of things you said are valid. I was talking a lot with Jacob while it was going on and I can also confirm you only received a message when it already had a huge chunk of development done. Im also glad you’ve got reciepts about when you asked or talked with people about LLL’s future etc.
I’ve also said this a million times that life comes first always, however, and Im not going to start a debate, I dont want this discussion to escalate only want to point things out from my perpective some might share.
For almost two years the API has been on a lifeline, only had bandaid fixes for gamebreaking bugs apart from the hotloading feature, which loads everything at first and then unloads them. (And also introduced another issue for players, which is the fact that only host can start the ship) Im not going in depth here, I know its a struggle to make that work, as I was also attempting that for my own API and discarded it as it wasnt really necessary.
I can’t judge what you had in dms nor do I want to, its not my place to discuss that, but I do know that for a long time you didnt accept any contributors/maintainers as it was a portfolio piece (which is understandable but as you also stated that over a year ago is contradicting as you dont have that much time to maintain it yourself).
This community had ups and downs and you probably felt more shit than most with all the past bs that was happening.
I have a lot of respect for you creating something amazing but I also have a sour taste in my mouth as you continously declined many modders multiple times who wouldve wanted to help maintain it at the very least.
As a developer who is actively using your API and someone who pointed issues out dating back to over 2 years and still have to go around some of the flaws or missing features I grew tired of waiting and considered multiple times to stop working at all after Jacob stopped working on his fork (in January), and even before that even before he started working on it. You will always need to prioritize YOUR life and well being, but declining people from helping was a nail in a coffin which slowed down or completely haulted some projects that were using your API.
You can say that someone couldve made a fork but that would also ignore the whole witchhunt that was happening when forks were popping out left and right (them being small fixes that couldve been just patches until you update the mod is besides the point because in fact most of them just did a quick patch to a major issue you sorted out in a few days)
I sincerely hope you are doing better than you were doing before, and I hope to see you in the future perhaps in another game, perhaps something else if you decide to leave the community.
This was not me lashing out (well a little bit maybe), but Im a blunt person, I say things as I see them, I might not for a long time as Im not really into drama and Ive got loads of patience esp. to people whom I respect, but I still think you need to hear out someone who is using your product and is dissatisfied.
add more line breaks pls 🥺 (edit: looks good now)
My bad
You can say that someone couldve made a fork but that would also ignore the whole witchhunt that was happening when forks were popping out left and right
This happened once and the "witchhunt" was due to my express denial of permission and the fact the uploader did not create the fork nor knew how to program. There is not a precedent for forks in general being problematic in this community.
as you continously declined many modders multiple times who wouldve wanted to help maintain it at the very least.
While it's true I was actively uninterested in direct contributors being added to the project for the time, As far as I am aware and is mentioned in my statement, the only specific person I declined was Jacob, months after he rejected my initial offer.
From what I remember, and no I dont have receipts nor will I go back to 2 years of dev-general or whereever channel it was. You declined mrov, Xu, Hamunii multiple times and probably some others I forgot about. You stated it was due to them having different perspectives on how an API should handle specific things but I dont believe there was no way to add at least one person who could just keep its maintainance and finish the features you didnt have time for.
They couldve made a branch with fixes, talking to you on the regular what they were doing and after you reviewed them, you couldve just merged them in.
We are talking about an industry standard procedure here where if you add one contributor as a maintainer they would just do everything in a branch you could later merge in after you review their changes or new implementations, if you dont like them you dont merge until they remove or modify their stuff.
I'm deleting this because it's not constructive
Oh God. Are we seriously doing this again?
No offense I bet it's talked over and done with but just. I'll say it again. I would just post it and then deprecate once batby is ready to update. I'd rather have the community have something than nothing
And like that way we have a fix and not struggle to find a workaround or smth
And also Batby doesn't have to worry about dealing with LLL and IRL
He can deal with IRL while we use this patch and then deprecate once IRL has been dealt with
But again by my logic. You'll be hunted down by the people who are LLL PURISTS! Despite putting in information for people.
Yeah I didn't know how to code but again. I had a fix. I'm not gonna gatekeep it just because... Someone said no you can't. I did all the credits and everything. Again I felt I did nothing wrong and it's not like I was given any helpful advice just like threats of how I'm a bad person and it was STEALING. Even though I just wanted to help.
I feel the people that are being denied have proven in my eyes that they are well capable of doing fixes and improving on a mod. That's why some mods have several people working on them sometimes. But to flat out deny any fixes or anything related to your mod seems a bit petty. And the whole witch hunt thing was mostly the people who followed your "no stealing" mindset which imo I don't think anyone here would ever do. Again why I think they are very trustworthy and community forward. But again. What do I know! I'm a nobody who can't even code!
They got a point
Hear ye, hear ye... I bringeth good tidings...
Thy wait shall conclude; thy patience is appreciated.
is this the same deal of disable normal LLL and use this until LLL updates?
Both are fine to have enabled
But you can disable/uninstall the original if you want
ah, did you get around the FTPS issue from having both of them enabled?
Ye 
cool 
i'll just play it safe and keep the one enabled
it'll use the config that's already in use, correct?
Yeah
Playing it safe would be to have it disabled 
But it matters not
ayyy nice one paco
"the one" meaning the v73 one
i think i'll also wait a couple days, in case any ironing out needs to be done
There ain't a need for things to iron out, the older plugin is disabled and doesn't run its stuff, the newer one has the same GUID and stuff so everything is the same, but you can wait if you want 
just wanna be safe
can't wait for screenshots of this message to get reposted whenever a bug is found lol
I am prone to Húbris 😔
I did so much testing on my own pack with this build before he uploaded it, the only bugs that needed fixed were a couple of lobby reload issues that got resolved
Most I would recommend to be safe is just disable the normal build of LLL
it works fine without disabling the normal one
Paco skull emoji me
just tried it out a few times so it doesnt really need to be recommended
Thanks paco
Anytime 
Yeah I was just saying that's the only thing I would recommend doing if he's worried, otherwise it should be stable lol
will the mods that use lll work with lll updated?
Yes, though some moons and interiors will need to be updated to the new netcode patcher
Moons and interiors with custom code, but also only ones with code that uses networking

i thought aquar was gonna be screwed with this update but surprisingly it was not
SDM works but the networked stuff errors out
I imagine the painting event is networked
Ye most likely
Lmao
i did try RBM vow and the moon changes didnt load, but maybe stuff like volumetric edits did work? not sure
Do let her know it's just the recompiling she's gotta do, rebundling whole bundle is optional 💀
Oh uhhhhhhhh
-# I didn't test rebalanced moons....
no wait, don't tell her that
True, withhold the information 
its not on you i think
dopa was gonna update it anyway
LMAO I already forwarded it
Sorry
