#Lethal Level Loader [Custom Content Loading API]
1 messages ยท Page 31 of 1


RBM does have a lot of rpcs in it's code and I see rpc's that relate to the old netcode patcher so yeah it needs updated
This right here is netcode patcher rpcs
not surprising
i knew it would need some kind of update
Ye it has a lot of Netcode Patcher rpcs
so dopa will need to recomp the dll and update it to the new netcode patcher
Wanted to give time for things to cool down before replying after I realized the message you responded to but it wasnโt meant to come across that way. I just genuinely felt bad when I saw some devs were growing impatient and panicking thinking that LLL might not update and stuff. I knew I wasnโt responsible for it but regardless I still felt bad cus I knew devs really wanted to be able to update their stuff and as each day went by I saw more panic and more devs growing impatient and I am really glad that pacoito was able to work out a solution and upload his fork for everyone 
Thy ship lever be pullable
(Seemed fine with other mods compatibility-wise but do let me know if the lever starts acting up)
@random coral SBTweaks patch is not really needed anymore, though keeping it enabled causes no issues (as far as I can tell) 
oh awesome
I knew i wasn't going crazy in his thread when i saw it happen but i didnt clip it
ok so i feel like RandomMoonFX is now dead ๐
!
I forgor to test with it
Uhhhhhh it's prooooobably fine

If the SBT option was true then the lever will need to be pulled 2 times instead of 1
which is not expected if that was not obvious
I switched LLL's patch to a transpiler, so you could override it if necessary (by just Postfixing StartMatchLever.Update())
if the base LLL issue is totally fixed then it should just be vanilla and work fine right? I think my patch only caused issues because I had to spam update the lever status because LLL keeps overwriting it. idk why the issue was there in the first place tho 
o boy
no the issue is not there in vanilla
Ill need to test first and if it's really not working as expected ill dm you @whole mortar so i can patch the thing just right lmao
well you know what let me test rq rn
wait, where's the update?
ah ok gale processing
All I did was add an extra condition in here instead of doin a Prefix/Postfix from LLL's side
Turning it into
private void Update()
{
if (this.updateInterval > 0f)
{
this.updateInterval -= Time.deltaTime;
return;
}
this.updateInterval = 2f;
if (this.leverHasBeenPulled)
{
this.triggerScript.hoverTip = "Start ship : [LMB]";
return;
}
if (!base.IsServer && !GameNetworkManager.Instance.gameHasStarted)
{
this.triggerScript.interactable = false;
return;
}
if (CheckLever(this.triggerScript))
{
return;
}
if (this.playersManager.connectedPlayersAmount + 1 <= 1 && !this.singlePlayerEnabled)
{
this.triggerScript.hoverTip = "[ At least two players needed to start! ]";
return;
}
if (GameNetworkManager.Instance.gameHasStarted)
{
this.triggerScript.hoverTip = "Land ship : [LMB]";
return;
}
this.triggerScript.hoverTip = "Start game : [LMB]";
}
CheckLever()'s just
private static bool CheckLever(InteractTrigger trigger)
{
trigger.interactable = NetworkBundleManager.AllowedToLoadLevel;
if (!trigger.interactable)
{
trigger.disabledHoverTip = disabledText;
return false;
}
return true;
}

Also it appears to work 
Lmao I didn't know it routed to company automatically, but that does make sense
I thought it randomly picked Gordion, but quota did just end ๐
So the thing SBT did was really weird
LLL was handling it a bit strangely to be fair
Or uhhh
It needed more than one patch due to LLL having both a Prefix and Postfix for the ship lever
This GI option fixes this issue. Probably the game thinks the lever is in a pre-game state?
Nah that wasn't it
But also that setting didn't work properly iirc
tbf im just happy that my mod (seems) to still work fine without me doing anything lol
I was afraid i needed to update this https://github.com/ZigzagAwaka/RandomMoonFX/blob/main/RandomMoonFX/Patches.cs#L45 which is not hard but i dont want to touch that
Btw ill test if the Hotreload thing is effectively not needed anymore tonight, so ill let you know
HotreloadFix does only just affect bundles after a lobby reload, I dunno how it made RandomMoonFX work ๐
i had no problems with this option enable
idk ๐ฟ
In some peoples pack it was not needed but in my pack it was
i had this option enabled for so long now but i still had issues because of hotreload being needed in some cases, or because of SBT
i made hotreload patch so lemme see if i remember
there were issues with leaving and rejoining (or even just joining) lobbies, specifically on custom moons
where LLL would, instead of initiating a load for the bundles, would try to UNLOAD bundles
so it was basically unloading all bundles despite it needing to load a custom moon's bundles
all HotReloadFix does is check when you enter the lobby what moon you gotta load
Ye that's fixed

Now the bundle's just kept loaded unless you open a save that's routed to a different moon
ok ill let you know
Stack trace:
UnityEngine.Debug:LogException(Exception)
Unity.Netcode.NetworkObject:OnTransformParentChanged()
UnityEngine.Transform:SetParent(Transform, Transform, Boolean)
Unity.Netcode.NetworkObject:TrySetParent(NetworkObject, Boolean)
Unity.Netcode.NetworkObject:TryRemoveParentCachedWorldPositionStays()
Unity.Netcode.NetworkSpawnManager:OnDespawnObject(NetworkObject, Boolean)
Unity.Netcode.NetworkSpawnManager:DespawnObject(NetworkObject, Boolean)
Unity.Netcode.NetworkObject:DMD<Unity.Netcode.NetworkObject::Despawn>(NetworkObject, Boolean)
Unity.Netcode.DefaultSceneManagerHandler:MoveObjectsFromSceneToDontDestroyOnLoad(NetworkManager&, Scene)
Unity.Netcode.NetworkSceneManager:UnloadScene(Scene)
<unloadSceneForAllPlayers>d__279:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)``` Any problems with this error?
ok so after a big gaming session with friends, it seems that the lever was 100% not causing issue + it was fixed
And i can confirm that the hotreload patch is 100% not needed anymore besides having prior issues with my pack which is pretty good
you did an amaazing job paco thanksssss๐

Also this is probably from things despawning after leaving the game or somethin, likely ignorable
Paco you're fired
Wheres LLLGamma
LLLL first please
LethalLevelLoaderLatest that stops being latest after the main one updates would be fun
Now we just need SoundAPIitolib
I think im dumb
How can i setup so an interior has X weight on every moons ? i tried putting "All:100" but nop
Vanilla:X, Custom:X
in tag i guess
ye
ok thanks
hi, sorry if this has been asked a billion times, but just wanted to make sure im up to speed. if i want to play on v73, i assume i have to use a forked version thats up to date? and if thats the case, is that on thunderstore/r2 and whats the name of it?
is it this fella here?
yes
thank you ๐
if i set an interior's injection list like this "Vanilla:0, March:100" would that interior still spawn on march? would the "vanilla:0" override the "March:100" or vice versa?
The injection is additive so you will still get 100 on march
thank you!
It's not additive, pretty sure it just grabs the largest number

whenever batby said this i assumed it was additive is it really just grabbing biggest number
No
This should make every moon except march lack the interior
Im assuming anyways
But no its not additive
Unless I'm thinking of a separate moon override option for interiors
Interiors with Custom:15 don't have a weight of 15 on every moon 
It only has a weight of 15 if there's no higher value specified (like a specific moon name)
Oh yeah if it's just those two then yeah
Only weight of 100 on March
Vanilla:0 doesn't need to be specified, it do be implied
thank you everyone for helping me understand the values!
how does a moon being locked work
like what is the condition for unlocking it
does it need to be unlocked by another mod
Ye pretty much 
can i do it with CustomStoryLogs without needing another dll?
Technically JLL's Wesley stuff but it's not exactly convenient to use for like a modpack 
Other than that I don't think there is one
if lunar config allows for changing route words you could always do that and scatted logs from CustomStoryLogs that reveal the route words for each unlockable moon?... maybe
Or play with random moons
no locking here
Or play with no moons
no more moons
I blundered, forgor to test without DawnLib, I thought I'd handled soft dependency correctly but it might be getting mad due to an extension method 
On it though
Fix pushed 
Do NOT attempt extension methods for soft compatibilities at home 
LLL depends on DawnLib now, got it, will spread the word
๐
Lmao

so DL moons will now appear in LLL lists? ๐ฎ (at least in the updated fork)
It's more of it'll actually let you land on them ๐
oh.. lmao
Previously it errored out when selecting a dungeon, for there was no ExtendedLevel being made for DawnLib moons
It is no longer the case 
ok, so DL moons still wont be registered within LLL.. ok..
Oh you mean config-wise?
erm, let me check what i mean because ive been trying to do other things to get compatibility with both DL and LLL at the same time, so i forgot what i used to do.
Oh wait if you mean finding DawnLib moons in PatchedContent.ExtendedLevels then yeah, they'll show up there 
yes
LethalLevelLoader.PatchedContent.ExtendedLevels
ah ok, thats good.. for now.
Bwaaa
is this still needed?
welp :,]
this is happening on my modpack now
aaand without Autoscroll now it's looking for BiggerShip :,]
WR soft depends on autoscroll what?
This seems like an mrov issue, why is WR also soft depending on biggership
The messages by bepinex are pretty vague so I could be reading it wrong but i think mrov needs to check his soft dependencies/dependencies
@slim wind sorry for pinging :,]
:p
Don't soft depend on a mod unless you need access to it during plugins awake mrov
I also can't check the mod code rn since I'm on phone and about to head out
Ohhh wait I see now
I was reading it wrong, I get it now
Okay yeah I think paco mistakenly made dawnlib a soft dependency, he needs to get rid of that soft dependency and it should be fine I think
Okay mrov also made a mistake I think too
I dont think mrovlib needs an LLL soft dependency
I dont see any code that needs to be ran on plugin awake
umm what's up
oh I'd have to rebuild mrovlib the same way I did registry methink
Unsure what you mean by that but as long as you can get rid of the soft dependency attribute and it runs then you're fine
dawnlib soft-depends on Formatter, which depends on mrovlib
And it should be fine, I don't see any reason for having that there
and that might be it, question is: why did it pop up now
I dont know if I do soft depend on formatter though?
Ye I dont
It popped up now because LLL soft depends on dawnlib
Which it doesn't need to but u also don't need to soft depend on LLL in mrovlib
so it should be gone in the next release?
Of LLL? Hopefully if I didn't misread the cide
Code*
I'll fix that on my side when I'm back home, is there anything else to it?
Nah
alrighty
Just make sure you're able to get rid of that soft dependency without mistake is all
okie
Do you want me to explain why it breaks or u already know
yeah, I'm pretty sure I get it
Looks like this for me :/
Noted 
when I loaded it bepinex seemed to give up at the start and load vanilla ๐ญ
NOTHING in the log
If you're starting from a shortcut you need to swap it to --doorstop-target-assembly instead of --doorstop-target
Due to the new BepInEx version
nope
starting from gale
this is fixed in mrovlib v0.3.7
gotcha!
Well pretty much the only reason it'd start vanilla is if it can't run the executable with the right parameters 
well not bepinex open it just doesnt load any mods
Can you send log still mayhaps
a first I thought async was just purging the logs but no I disabled it
The soft dep is gone 
What about Player.log/Player-prev.log
There be something else going on
ok looks like the log was just buggin out
its fine now ๐
just cleared cache and reinstalled
Weird
well fine besides the issues everyone else was having
maybe me updating bepinex made it have a stroke lol
some bad luck
The basic idea of dependencies is so that bepinex can load things in an order, in a cyclic dependency it has no idea what to load first so it just shoots everyone dead, that's pretty much why I imagine
And noice
Ye makes sense
I'm guessing it's more relevant if I were to be patching a method from DawnLib or something in LLLU's Awake, so ye
Yeah I think so
Yep
Dunno where else to put this, but the most recent version of LLLU softlocks you when you try to land
Well that's just great. We'll send the code whenever Gale gets its shit together
rip
read up
i think they're in the process of fixin it
read a book
or already have fixed it?
019a5fcd-536f-a083-e14d-46f88a083e31
The War of the Worlds by H.G. Wells
is it better than the two movies
cuz both of them fucking sucked
or is it a different war of the worlds
Prey, Michael Crichton
Also what other movie, aside from the Amazon one
its kinda dumb but I somehow have two copies of it so it must be good
there was an older adaptation that I watched really late at night w my family and it was sooo fucking bad
lemme see if i can find it
George Pal's adaptation?
the tom cruise one
Spielberg's is alright, but it literally just. does not follow the original The War of the Worlds narrative
George Pal's movie and Jeff Wayne's musical adaptations are more in line with the original novel than Spielberg and Amazon
ik its not releated but makes me thing of the games, both really good but not releated
It's not that bad,,,
idk man it hit a fucking nerve with me ๐ญ
like I stayed up really late w my family watching that and it had the most unlikeable cast, the most boring nothing ending and the most mid art direction
The brother going to fight the martians was fucking stupid but the rest of the movie was pretty grounded in reality
The ferry scene was especially cool
i legit went to my room and ranted about the movie for like an hour after that (at like 3am)
it was SDO FUCKING LONGGG
god yeah that part was so dumb
that sounds like me after watching the newest bladerunner
was it that bad? never saw that one
its so weird cuz im usually never this dismissive of a product but holy fuck there's something about that movie ๐ญ
Do you know what the novel tripods look like
naur
I found it boring as shit
Another tripod design came before Alvim Correa's by Warwick Goble, but Wells hated it so much that he wrote a paragraph in the novel venting his disdain over it
Let me see if I can find the excerpt
Here it is, lmao
"I recall particularly the illustration of one of the first pamphlets to give a consecutive account of the war. The artist had evidently made a hasty study of one of the fighting machines, and it was there that his knowledge ended. He presented them as tilted, stiff tripods without either flexibility or subtlety, and with an altogether misleading monotony of effect. The pamphlet containing these renderings had a considerable vogue, and I mention them here to warn the reader against the impression they may have created. They were no more like the Martians I saw in action than a Dutch doll is like a human being. To my mind, the pamphlet would have been much better without them."
yeah that design's a little too stiff
also we're uh
flooding the LLL thread
mb!!
LLL is rotting, there's not much to talk about it anyways
Bump I guess
Just to say, ironically we instantly got reminded of The War of the Worlds when we saw R.E.P.O.'s semibots for the first time lol
Go to #general-chat
you say as paco's actively working on fixing issues!!
I forgor about LLLU Idk what I was thinkin'
[Error : Unity Log] ArgumentOutOfRangeException: 'minValue' cannot be greater than maxValue.
Parameter name: minValue
Stack trace:
System.Random.Next (System.Int32 minValue, System.Int32 maxValue) (at <1071a2cb0cb3433aae80a793c277a048>:IL_001D)
(wrapper dynamic-method) RoundManager.DMD<RoundManager::SpawnScrapInLevel>(RoundManager)
(wrapper dynamic-method) RoundManager.DMD<RoundManager::GeneratedFloorPostProcessing>(RoundManager)
(wrapper dynamic-method) RoundManager+<LoadNewLevelWait>d__133.DMD<RoundManager+<LoadNewLevelWait>d__133::MoveNext>(RoundManager/<LoadNewLevelWait>d__133)
UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) (at <c39a522eee05469b8171a6cfeb646c59>:IL_0026)
One of your scraps has gullible values 
I know not which
paco can my
be greater than 

I should mention this can also happen if a scrap has the same number for minValue and maxValue, since the upper end is exclusive
To have a constant value, maxValue would need to be set to minValue + 1
But yeah erroring out during that step (item spawning) is not ideal, hence why it stops you from landing
my friends keep getting this error when we load onto a moon. loading works fine in solo
modpack code if necessary: 019a6a69-2d2c-f2e1-a976-f1ddc6b9305b
just hoping to see if theres a fix to this. we had plans to play today
Can you send the full log? There might be something else going on before that
let me get it from my friend rq
Ye
should be it here
I shall inspect 
you don't need slimetamingfix since you have butteryfixes
oops okay
VeryLateCompany should also be replaced with LobbyControl, though I don't think it'd be that causing that specific error
noted
any update on this?
Something causing the round seed to not be set for clients for some reason, not sure 
odd
Likely some mod incompatibility, but I know not what could be doin it
Is the dependency on the original LLL intended, or should it be disabled/uninstalled?
I think itโs fine. Pretty sure LLLU overrides LLL stuff so they can be used together fine
Ye it's just set as a dependency to show it'll work with both installed
You can disable/uninstall it
Okie
I was wondering because I manually uninstalled the original LLL but then the LLLU update reinstalled it automatically
Was told you guys might want to know that latest update seems to break bigger lobbies
This update LethalLevelLoaderUpdated will be updated to: 1.5.6 breaks it
Works: 019a7e8f-f5ad-38bb-1c7c-a86066d470a6
Dont work: 019a7e79-b9fb-47cf-ba49-7ba73e33fd97 you HAVE to be more than 4 in lobby for it to break and wont land the ship
did you ever find a fix to this?
Do you happen to have a log of this? Preferably one from a client's
I do not no, i will get one later if i can when we play again
v1.5.6 also breaks something in our profile. typing "moons" in terminal doesn't work. v1.5.5 works fine. I couldn't figure out what mod is in conflict with the v1.5.6.
our profile: 019a8d14-5e12-ed5f-13e8-d27eb0fc9bf0
Stack trace:
LethalLevelLoader.TerminalManager.RefreshExtendedLevelGroups () (at ./Patches/TerminalManager.cs:120)
System.Reflection.RuntimeMethodInfo.Invoke (System.Object obj, System.Reflection.BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) (at <1071a2cb0cb3433aae80a793c277a048>:IL_006A)
Rethrow as TargetInvocationException: Exception has been thrown by the target of an invocation.
System.Reflection.RuntimeMethodInfo.Invoke (System.Object obj, System.Reflection.BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) (at <1071a2cb0cb3433aae80a793c277a048>:IL_0083)
System.Reflection.MethodBase.Invoke (System.Object obj, System.Object[] parameters) (at <1071a2cb0cb3433aae80a793c277a048>:IL_0000)
TerminalFormatter.Nodes.Moons.GetNodeText (TerminalNode node, Terminal terminal) (at ./Nodes/Moons.cs:70)
TerminalFormatter.TerminalPatches.LoadNewTerminalFormatterNode (Terminal __instance, TerminalNode node) (at ./TerminalPatches/ReplaceText.cs:59)
(wrapper dynamic-method) Terminal.DMD<Terminal::LoadNewNode>(Terminal,TerminalNode)
Terminal.OnSubmit () (at <83220f1fc337491eba19b3618ec61339>:IL_0104)
UnityEngine.Events.InvokableCall.Invoke () (at <c39a522eee05469b8171a6cfeb646c59>:IL_0010)
UnityEngine.Events.UnityEvent`1[T0].Invoke (T0 arg0) (at <c39a522eee05469b8171a6cfeb646c59>:IL_0049)```
TMPro.TMP_InputField.ReleaseSelection () (at <34a16a0b0f624a15b30cd8fbba9e4e1e>:IL_001B)
TMPro.TMP_InputField.DeactivateInputField (System.Boolean clearSelection) (at <34a16a0b0f624a15b30cd8fbba9e4e1e>:IL_00B0)
TMPro.TMP_InputField.OnUpdateSelected (UnityEngine.EventSystems.BaseEventData eventData) (at <34a16a0b0f624a15b30cd8fbba9e4e1e>:IL_007C)
UnityEngine.EventSystems.ExecuteEvents.Execute (UnityEngine.EventSystems.IUpdateSelectedHandler handler, UnityEngine.EventSystems.BaseEventData eventData) (at <3af4be95fc4a4bad89fc96a2319eb4a6>:IL_0000)
UnityEngine.EventSystems.ExecuteEvents.Execute[T] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.ExecuteEvents+EventFunction`1[T1] functor) (at <3af4be95fc4a4bad89fc96a2319eb4a6>:IL_0067)
UnityEngine.EventSystems.EventSystem:Update()```
Weird, do you happen to have the full log? I'm wondering if something broke before that 
I didn't touch anything that would affect the terminal moons listing between v1.5.5 and v1.5.6
The log is quite long - we do have a few mods installed.
The last stable version of the profile was on November 8th: 019a8e80-6089-b604-89bb-58ad67069ff0
Since then, several mods received updates. After updating all of them and downgrading LLL to 1.5.5 it's working again.
Log is with LLL v1.5.6.
You have LLL 1.4.11, 1.5.4, and 1.5.6 in that log
[Warning: BepInEx] Skipping [LethalLevelLoader 1.5.4] because a newer version exists (LethalLevelLoader 1.5.6)
[Warning: BepInEx] Skipping [LethalLevelLoader 1.4.11] because a newer version exists (LethalLevelLoader 1.5.6)
Should get rid of 1.5.4 wherever it is, it might be causing the preloader to not run properly or something
[Error : BepInEx] Failed to load patcher [LethalLevelLoader.Patcher.LethalLevelLoaderPatcher]: An item with the same key has already been added. Key: [LethalLevelLoader.Patcher/LethalLevelLoader.Patcher.LethalLevelLoaderPatcher, BepInEx.Preloader.Patching.PatcherPlugin]
v1.4.11 is from LLL and 1.5.4 is from LLL Updated
Yeah but in addition to 1.5.4 you have 1.5.6 in the profile
So it might be messing with things
yea, that's wierd but bep will deny loading lower versions of the same mod so while its a good question of why/how I'd say its fairly unlikely to be the root cause of problems
Thing is I had to do a preloader specifically for FixPluginTypesSerialization, since it serializes the first occurrence of a dll it finds and ignores the rest, regardless of which one will be loaded later
well that's weird behavior for sure
So it's skipping 1.4.11 (as intended), but then likely serializing 1.5.4 (which is not loaded), then 1.5.6 is left unserialized
Had to do that to allow 1.4.11 and >1.5.0 to exist in the same profile

I have no idea how it manages to do it so wrong
I thought BIE used Cecil to inspect assemblies so nothing but the final loaded version ends up in the domain
This is before BepInEx
Or uhhh
FixPluginTypesSerialization runs at the preloader stage

Not actually loading them, just checks the profile folder and lists all plugins in there
But if there's two of the same dll, it'll only work on the first one it finds
Oh okay so its a resolver and doesn't discriminate properly? BIE is a resolver that also doesn't discriminate properly. I understand that
But then when it's actually about to patch the assemblies, it sees that it's already patched one named LethalLevelLoader so it skips it, even though the already-patched one will not be loaded by BepInEx
Since it goes by alphabetical order, IAmBatby-LethalLevelLoader goes before pacoito-LethalLevelLoaderUpdated, so it would not serialize stuff properly for my version
Oh so its not a resolver issue but its the same thing where it just takes the first one it finds, okay
I do just remove it in here, a bit goofy but works: https://github.com/pacoito123/LC_LethalLevelLoader/blob/LethalLevelLoaderUpdated/LethalLevelLoader.Patcher/LethalLevelLoaderPatcher.cs#L28
BIE's resolver also just takes the first one it finds for its domain resolver function and doesn't use the version or anything to discriminate so its a similar problem
That is to say uhh, I have no idea where this third LLL .dll file is but depending on its location it can end up being the serialized one
Even if it doesn't load
So I created a new profile using the code, deleted LLLU, and reinstalled it with the newest version. It seems to be working now, and I can also type in moons in the terminal again. Maybe the profile was just messed up. Also, I thought that downgrading a mod would uninstall the previous version and then install the selected one.
Yeah downgrading should uninstall older versions, not sure why there was just a bonus third .dll file in the profile

B O N U S
if this hasn't been reported yet, seems like the lever still has some issues when taking off in the updated LLL
Oh wha, I have not noticed that, is this with just LLLU?

that video isnt, but recreated with just this
I'll look into it, but at least it doesn't actually seem to cause anything lol
Probably somethin I goofed with the lever changes
ye no prob lol it's just silly. maybe I was too quick to axe SBT's lever fix 
It should be easier to patch (if needed), I switched to a transpiler that just calls this function here to return early: https://github.com/pacoito123/LC_LethalLevelLoader/blob/LethalLevelLoaderUpdated/LethalLevelLoader/General/Patches.cs#L773

Actually I can probably just add a condition that checks if ship is landing/taking off to that
uni pretty much done
@whole mortar now is officially a developer on LLL
(sorry for the delay)
I have not prepared an LLL release to deprecate the updated fork, it was unwise 
I mean i took like a whole month to do this I don't think your under fire for not being able to get it into main within minutes ๐
Congrats! 
Also congrats and yippiiiie for LLL ^-^
yayyy congrats
Nice ๐
imo this should be a feature in LLL, https://thunderstore.io/c/lethal-company/p/mrov/AutoScroll, like the only thing that didnt make it from LE
it should be. I use it so much I just made it a dependency of my moons lol
honestly a good idea ๐ค
yeah i've been writing an implementation on the side as well, i thought this was a vanilla feature lol
Gotta wait until Zeekerss adds a comically long moon description for it to become a vanilla thing 
Wasnโt this an LLL feature at one point? But it broke and was never fixed? Idk, Iโm forgetting what Batby had to say on it now. It was a long time ago.
pretty sure it was part of LE
Oh yeah! Maybe thatโs what it was
it never was, that was a part of LE
Titan is the only moon right now with a description too long
but it's still at-least one
@zenith flax this is probably pretty old implementation by now but i wanted to ask about your interior global props override code
from my understanding of vanilla code the following is true:
factorySizeMultiplier comes from the level
mapTileSize comes from the interior
factorySizeMultiplier / mapTileSize is supposed to give a consistent size of interior on said moon to balance some interiors having physically bigger tiles than other interiors
@strange rock i'd also appreciate if you could fact check me here, but i remember this being a thing that was discussed back when people were talking about dine or rend generating facility or mansion and them not being a similar size and this being zeekerss' solution to that
Yes
interiors set mapTileSize
moons set factorySizeMultiplier
factorySizeMultiplier is divided by mapTileSize (and then there is a flat 1.5x from RoundManager.mapSizeMultiplier which never changes)
and that gives you the final dungeon size
yeah, and im assuming that division is done to account for interiors having different physical tile sizes between eachother
before v50, mapTileSize didn't exist
because manors were so much larger than factories, rend and dine had 1.2 and 1.3 factorySizeMultiplier respectively
which would create tiny factories
meanwhile titan (which was 2.35 factorySizeMultiplier) would create absolutely colossal manors
v50 set manor's mapTileSize to 1.5 (factories use 1) which roughly translates to "each tile is 50% larger than factory tiles" and thus the length was reduced to ~67%
and also set rend and dine to 1.8 factorySizeMultiplier
so rend generates the same size manor as before and dine is actually a bit smaller than previous
anyways about the only other thing worth mentioning is that mineshafts have a mapTileSize of 0.9 (which i presume is because the cave tiles are so tiny)
but because the industry tiles are so massive and take up like 40% of the interior, mineshafts have the same problem manors used to have and are way larger than the other interior types on whatever moons they're assigned
lol
im not sure if zeekerss made a mistake and intended for a 0.9x multiplier (in which case, mapTileSize should be 1.11111etc) or if he just thought "the cave tiles are smaller" and never checked the final results
but mineshafts are huge as a result
that's silly, but okay, i've got the right understanding then atleast, so that's good to know, and also reassures me that what im about to say about this LLL implementation seems correct
anyways tldr all of this is correct
:3
the part where im wondering about batby's implementation of his globalprops overrides list is the following:
if (propOverride.globalPropID == globalProp.ID)
{
globalProp.Count.Min = globalProp.Count.Min * Mathf.RoundToInt(Mathf.Lerp(1, (Refs.DungeonGenerator.LengthMultiplier / Refs.MapSizeMultiplier), propOverride.globalPropCountScaleRate));
globalProp.Count.Max = globalProp.Count.Max * Mathf.RoundToInt(Mathf.Lerp(1, (Refs.DungeonGenerator.LengthMultiplier / Refs.MapSizeMultiplier), propOverride.globalPropCountScaleRate));
}
LLL has this code prefixing on .Generate, but there's a couple issues here
first is that I'm pretty sure this code assumes that the moon creator sets LengthMultiplier, which they kind of do but at the same time they don't, especially because LLL divides LengthMultiplier by the RoundManager's MapSizeMultiplier
base game overrides LengthMultiplier before .Generate with the following:
factorySizeMultiplier / MapTileSize * mapSizeMultiplier
which changes LLL's formula to actually be:
Mathf.Lerp(1, (factorySizeMultiplier / mapTileSize), scaleRateOrWhatever) on the lerps
so what I'm guessing the intention was, is that in a moon with a larger interior, the global props could extend and increase, but i don't think the math works out in that favour
i believe to achieve what you want in this global overrides thingie, you'd need to like, just set the lerp to be between 1 and factorySizeMultiplier
so i think this was maybe the thing scoopy asked me for very early on then realised dungen had a built in solution for the problem
hence why it might not be a great solution
but yeah iirc the intention was to scale global prop min max based on how the dungen might be getting scaled
because generally if someone expects 30 of a given prop to spawn on a 1x map they probably want 60 of said prop on a 2x map etc.
buttery explained the specifics but just incase the vibe wasn't explicitly clear a lot of this stems from a majority of lethal being designed with only the facility dungeon in mind, so responsibilities that should have been owned by interiors end up either completely or partially responsible by the moons instead
That makes sense, I was just trying to say I think the math formula used in LLL is accidently incorrect because variable names are misleading
But it's good to know dungen has it's own solution for this
Is the dungeon size multiplier config working in LLL. I tried to set restrictions but see no change when using imperium to test see the effect.
It is not at this moment 
Hey all! I'm just now setting up LLL in 2022.3.62f2 following Audio Knight's tutorial. I'm not seeing any of the LLL scripts when I try to go to RMB>Create>LethalLevelLoader>ExtendedMod so I'm not sure if I'm missing a dependency like DawnLib or if something else is missing from my project set up. 
click on LLL's dll, and untick validate reference
and keep repeating it for every dll that errors about missing a reference (unless that reference is listed in thunderstore as a hard dependency, dawnlib is a soft dependency on LLL's thunderstore)
Hey Paco, idk if this is something youโd be interested in and itโs something I had kind of forgotten about, but I was thinking it might be nice to have a flooded water size override in the ExtendedLevel like how we can resize the foggy weather volume. Itโs not something I suspect many will ever use, but I know Iโve seen a few people ask if it can be resized because, as you can see in the picture itโs weirdly shaped. The ship is circled in red and to the one side it stretches out quite far but the other, not so much (it actually comes close to not fitting my map here lol).
i would love this personally
I saw you mention the flooded water in your thread which reminded me to propose the feature again. I know Iโve seen at least one other person ask about it so yeah, if Pacoโs interested in adding it in, would be nice.
(Also, Zeekerss, why is the flooded water Pac-Man ghost shaped?)
Could be neat though yeah

When changing config files and setting an enemy on a moon to have 0-100% spawn chance, does it also affect the probability that it will spawn vs nothing spawning?
I understand that at each spawn cycle, the system randomly selects between a list of entities, and entities that have higher numbers are more likely to spawn. But I also understand that each moon has a spawning curve where some enemies are more or less likely to spawn depending on the time of day.
So for example, if the only enemy that could spawn was a Forest Giant, and it was set to 95, would it have a higher chance to spawn during the day as a nighttime enemy, even if the moon has a low curve for night enemies early on?
Or does the number only affect the odds that it is picked amongst a group of other enemies in it's category?
thats not how spawn chances work
its not a percent
Is it like putting names in a hat
the number is its weight which give it a change to spawn, all enemy weights get added together and if you divide an enemy's weight by the total
thats its spawn chance
seperate addition lists for inside, outside and daytime
so I have 7 possible enemies
100 + 60 + 20 + 8 + 9 + 2 +1 = 200
chance is relative to the total
I see, so the one with 100 weight has a 50% chance to spawn in that case
yeah itll be the most common of the ones on this list
there is more too it
but thats the basics
So does the weight affect something spawning vs nothing spawning per cycle at all?
nah thats something else
thats spawn curve
Gotcha, that's what I was mainly wondering, I appreciate it
seperate setting that in LLL at least you cant edit as a player
you can with lunar config tho
but imo its not worth it a lot of the time
its complicated
yeah I had looked at it, but it caused some mod conflicts so I decided not to
Thanks for sharing that though,, it helps.
Lunar shouldnt cause any? I mean edit curves isnt worth it
besides with scarlet mansion but that is on their end
If you have scarlet devil mansion it makes some of lunar config's files not actually show up
yeah thats not lunar's problem
its SDM
bc of how it registers its enemies
im pretty sure
I mean I understand, but my group wants to keep that interior so I cant easily remove it. There's workarounds to the spawn curve anyway so I will let it be unless we decide to get rid of sdm
might work with SDM once the next update comes out, not 100% sure tho, its changing apis rn
but yeah curves are a nightmare
I mean look at experimentation exterior
"-7.736962E-07,-2.997 ; 0.7105482,-0.6555822 ; 1.005263,5.359401"
animation curves raw in a text config is gross
enemy spawns should be enough imo
Yeah, ive gotten around some moons by making some nighttime enemies have tiny chances of daytime spawning, offset by manticoils and locusts, but sometimes it appears on arrival lol...
I guess it's funny but it can be limiting
Some moons people make dont seem to spawn outdoor enemies till 11pm
well nighttime enemies arent a seperate thing
daytime is really just stuff that spawns upon landing and really early
rest of the outside pool really depends on what curve a moon has
Yeah, its just that it seems like some people have the idea that they want their moon to only be dangerous inside rather than outside, so almost nothing spawns outside.
And I guess I had tried to edit that
to be fair I do think dangerous interiors are more fun lol
at least strictly talking vanilla monsters which most moons are basically design around
(since its hard to account for modded ones when designing unless its part of the moon)
for sure, I think so too, I mostly have a problem with nothing ever spawning if the map doesnt have some sort of obstacle itself.
But I agree that the interior enemies are usually more interesting, though I am very partial to baboon hawks 
honestly hard to make exterior enemy spawns fun with just the vanilla ones bc if you wanna make it hard your options are limited lol
and the main strong one(giants) are cancerous on many maps
Hard agree about giants lmao
its too hard to really know if they can see you or not.
they are most fun on maps with blizzards that block their long range vision
But again its more the difference of nothing spawning vs at least a couple enemies existing
I do enjoy dogs with tulip snakes, because the tulip snakes make noise which alert the dogs to you
And baboon hawks stealing loot when they kill makes them sort of like loot bugs outside
tulip snakes are a lot more ambient and are usually in daytime spawns
Yeah but in conjuction with other mobs they are interesting. I think mob interactions are fun. Like how blobs force you to move while nutcrackers make you try to stand still.
Or brackens with springs.
Sorta implemented 
-# Don't look at anythin else, nothin suspicious going on 
Also why is the flooded mesh 60k triangles ๐
I legit thought it was just a plane
wa

can it not just be a plane
like if it works 1:1 with just a standard plane i can let him know
i respect the scale lol
Ye I'm just about to test it lol
Tasty 
you should thank zeeks for feeding your graphix card
He provides heating for the Winter
Oh Iโm looking and Iโm liking what I see

They be pretty similar 
Except one is a plane and the other 60k triangles

While the flooded base game plane is rising, is it always statically up the y without any rotating of any kind?
I feel like there has to be a reason for it, you could try on a moon that has more bumps like assurance maybe
It has subtle waves, which requires topology to deform.
Technically it could be optimised by localising the dense geometry to the centre and having it follow the X and Z position of the local client, but idk how complicated that would be
I feel like waves could be done through shader too though
Mayhaps
Yes, you can
There is an issue 
Whar
You must find it, Paco.
LR having to account for moon-specific replaced sound effects? 
Honestly I think they were just making a joke reply to this
Ye but I parried with an actual issue 
Uh... Well I kind of already have to so this doesnt change anything
I guess it could be cool to have the option to shift that to the actual moon dev
Or rather give them the option to account for LR is a better way of phrasing it
I did not read the 'to' in here, "Well I kind of already have (accounted for it) so this doesn't change anything"
Thought in that case you were referring to the overrides already working
Uhhhh... Well, I have to and already have in many cases. So both would be correct
But yeah SoundAPI would win if replacing stuff for a specific AudioSource (that I touch) 

OKAY i've never done this before
do i just delete the old lethallevelloader from my editor and import the new version?
does it fuck up any existing scriptable objects?
No
Don't delete it from the editor
If you delete it it'll delete its GUID and make a new one, so everything that was referencing it will be missing
yeaah thats what i thought
In file explorer, just replace the old LLL dll with the new one

Then it'll start recompiling scripts
this?
Yeah, but don't drop it into editor, as it'll keep the old one and add (1) at the end of the new one
Open that folder in file explorer and replace it 
ic ic
tanks ๐

Means you got 2 of the same bundle included
Huh
I mean yeah duplicate bundles are skipped and the game should load fine
Not sure why it's not lettin you land
Do you have full log?
not possible :,]
I never download single moons
If you have Kenji's Moons and the Taldor Saga both installed it will do it
Just use Kenji's Moons
remove the Saga
I only use Taldor Saga
No kenji's Moons
Try using Ken's Moons instead then it should fix it
Oh wait this wasn't when booting the game?
Somethin went wrong with hotreloading I guess
It was one of the latest logs
i dont remember LLL repeating this day 1 to 7+ in a single lever pull
is this right or somethign went wrong ?
Uhhhhh not sure what's goin on there
You should send full log
here
Hmm what about a modpack code? I think you got some old mods that may be causin trouble
019b397c-c1b0-e907-a855-eb765e52561f
There be a few pretty big issues with LLL v1.6.0 I am now aware of 
I shall release a hotfix as soon as I can, but in the meantime people should downgrade to LLLU v1.5.6
That is indeed one of the issues
Happens with DawnLib installed
I fixed it already so it'll be fixed in v1.6.1
Lmao what? How does that happen?
I'm wondering the same thing lol
LethalShipUnloader
i was wondering something feels missing this morning lol
even without dawnlib this happens
at least with biggership
Some goofy thing with AnimatorOverrideController lol
I guess it doesn't like me checking if the ship's animator's runtimeAnimatorController is already an AnimatorOverrideController and swapping the landing/takeoff clips
I only tested without BiggerShip but yeah should be fixed too
I played with a group for hours with the update yesterday and we didn't really have any issues 
Ye that's vanilla
Ladder + some other stuff disappear in orbit
then we didn't have any issues
We had to restart the lobby at some point and noticed the update so we all updated to 1.6.0 and just kept playing
you broke my heart
oh the missing ladder bug again
thought the newer project patchers had that fixed or am i tripping
this is a thing? i never noticed it with my edited ship animations
i could be wrong but when i ran into this initially i was under the impression it was due to the patcher missing the first frame of ripped animations
and the first frame of the ship animations enable a bunch of gameobjects and stuff
super possible, though it depends on what animation that is, i've only edited landing and leaving (which, atleast currently, do not have this issue)
It's weird though
Seems fine after swapping the commented out code with what's below, but I dunno if it could cause other compatibility issues
Ladder does persist when testing LLL without DawnLib (and also likely without BiggerShip and stuff)
I did also try resetting the OpenShip trigger and firing it off again but it did nothing (since the ship was already landed/landing)
I did not realize requireOwnership is false by default for the Rpc attribute, so there was somethin of considerable importance being requested on the server per client in the lobby
-# RuntimeDungeon.Generate() ๐
It woulda still thrown an error in log with how I had it before (so I still shoulda accounted for it), but it wouldn't have caused as many issues lmao
unity handles stacking animatoroverridecontrollers, just dont worry about it
you're meant to nest em ontop of eachother
in a way, anyway
Yeahh not sure what AnimatorOverrideController is doin internally so I was worried about that
solarized detected

he he he
It be pushed 
This is fixed btw 
yeah but now you've done it to a mod that most people use
I remember that one time i broke leaving the company and that one streamer got really upset
very koole thanks 
didnt he blame wesley or was that someone else lol
Legendary crashout 
Iโve only heard the stories
I havent even heard the story
-# Smol patch 
Wanted to wait a bit in case any more issues showed up, but the content configuration stuff do be moderately important
btw does LLL now override LLLU(bc some things still depend on it, since they still need to update)
Ye
Latest LLLU doesn't have the patcher plugin that made it so the first LLL isn't serialized
So now the first LLL is being serialized 
cereal
FixPluginTypesCerealization

Does this patch return functionality to the dungeon size multiplier config? The notes said it fixed it "always being applied" but I have not gotten it to work at all prior to this.
Yeah I made them apply in v1.6.0
1.6.1 fixed a networking funny with it
Oh very nice!
1.6.2 fixed an ancient LLL oopsie lmao
It only started causing issues due to the values actually being applied 
It was using Enable Content Configuration to also set the dynamic dungeon size stuff
It has been a thing since LLL v1.1.0 
I had been wanting to use it, so this is great news, thank you!
I think I'm doing this wrong.
I'm trying to limit this interior to 1.4, but it's not changing:
The moon's base size is 3.25
Does it generate 3.25? 
If you land it should say "Overriding size to 1.4" or somethin like that in the log
When the dungeon generates
Let me try from a fresh boot up and see
This is what I found 
I left the dungeon multiplier in imperium blank before I went to the planet
@whole mortar
How do you have it in the config?
Like min/max and stuff for that interior specifically
The moon is set to black Mesa, but the dungeonFlow is set to Tower. I am trying to limit Tower specifically.
Should I show you Tower's config? Because I don't see a Moon specific dungeon multiplier config.
Yeah Tower's config
Hmm
I am forcing tower to generate, but I am not touching the dungeon multiplier in imperium.
Yeah it should work with Imperium
But uhh
What value does it generate if you try with Restrict Dungeon Size Scaler set to 1?
Just wonderin
I will reboot the game and try it again
Ye
I'm wondering if the description of Restrict Dungeon Size Scaler might be misinformation 
Or rather not sure why it'd be overriding it all the way up to 4.875
This mustve been it because, even though imperium says 3.25
Visually, the interior appears to be much smaller when i free cam
But I'm unsure as why 0 would override to 4.8
1 seems to force it to the restricted size.
it wouldn't show up in that imperium afaik as the code changes what value is used, not what value is set in the moon
That makes sense. That's the reason I used Black Mesa, so that I could visually tell due to it's much larger than normal dungeon multiplier.
I guess I misunderstood the tooltip in the config
But if it works, then great!
Still it remains as to why 0 added size in the override.
But if you didn't want any change, you probably would just turn off the functionality for the dungeon multiplier in the config for that interior.
the idea behind the option is that really moons shouldn't have that much control over interior size, as interiors are authored based on ideal/prefered generation sizing. The config options are meant to be like "hey if the moon is asking way too much or too little for this interior, let's figure out a compromise between the moons value and a value the interior is good with"
For sure, and I agree with the sentiment. Some interiors have much smaller/bigger tilesets than others.
It acting as a clamp just in general (with a value of 1) is fairly useful, but yeah that makes sense
Just still not quite sure of how it gets to 4.875 when trying with values of 3.25 for the moon and 1.4 for the interior, I'd expect it to be like somewhere in between those two values maybe
I tried it with values inbetween like 0.5 0.7 0.9 and it did seem to try to find a middle ground
So that is at least working.
Hmm yeah might be something with 0 specifically
i'll need to reproduce and log it later, but 1.6.2 reintroduces a couple of previously squashed bugs.
- Refreshing a lobby can reroll items if done soon enough after the first join.
- Mostly noticable with RandomMoonFX, but pulling the lever can load the moon, but not the interior, thus not landing the ship.
i also noticed interiors generating incredibly small, but it seems that is of discussion rn as well
Check your settings for the dynamic dungeon size restriction stuff
If you have it enabled and there's a small value for min/max it'll just clamp the interior to that size
Those settings actually do stuff now 
Also most likely why interior won't load, if it tries generating certain interiors at that low of a size
so untick it to go back to what it was doing before?
noted
Can also do it through LunarConfig but yeah
that just leaves the item rerolling
i'll try and reproduce it tomorrow. done chuggin thru it for the night
But DawnLib should be handling item save stuff if you have it enabled in its config
i think i disabled it
It's off by default though
"off"
Actually you know what
I wonder if Botanic Appy had somethin to do with it 
Probably shuffled some stuff after unloading
I'll try repro real quick by just going to Kanie lmao
i dont think it'd be this for several reasons, but its 7am and i'd be typing a lot so i'll just let you try it out and find out
Actually what do you mean by "if done soon enough after the first join"? 
load lobby. land on moon. die. quit game. reload lobby. SHUFFLE
Oh lobby reload shuffle
Paco you re introduced that back in there?
Well that's a stupid question from me
I guess send your modpack code pepsi man
currently on 1.6.0 for the interior generation. i'll get something up tomorrow
If Paco wants to (I can't rn), log every item in the items list on like lever pull, reload lobby, log again, check the difference
1.6.0 is pretty bugged
Or uhh
There was a lot of gullible present in the update 
Just uhhh Downgrade LLLU to 1.5.6 and LLL to 1.4.11
I may also do this for my lobby tomorrow since bugs are being reported
And if all doesn't work, you could try switching to DawnLib's, but it'd need to be midgame so it doesn't break your current save, so something like joining the save, turning the config to off (so turning it on), triggering the save through lobby control, and then it should be fine (I'm fairly sure anyway, but there's probably still some risk)
Honestly I'm not sure why he's not using DawnLib's item saving
Pepsiman does big long runs
Ah fair
I imagine I was messing with the saving system a bit more than he was comfortable with at the time

That would make sense
Hey dw about it
Nuhuh, crosses out your /j
having an issue with a custom scrap that i have in a mod
the scrap is simply called "2", although called "twoTheItem" internally
trying to configure the moon where it spawns turns the scrap into binoculars by default (i don't think LLL likes having "2:2" as part of the list), and trying to use the internal name of the scrap (or maybe just any scrap LLL doesn't recognize) can make the scrap spawn on moons where it isn't supposed to spawn and has not been configured to spawn
in a lobby i was in today it was replaced with a scrap from a different mod when configured
Could this be related to the issue the other guy had where he had a Wesley's moons item on assurance randomly?
it probably is
another issue the scrap had was that it spawned on Playplace for some reason even though it wasn't configured to spawn there
should be easy to reproduce. just need to install this mod https://thunderstore.io/c/lethal-company/p/MBCollector672/cashmoney/ and this mod https://thunderstore.io/c/lethal-company/p/TheGoose444/The_Playplace/
try to configure "ULTIMATE Cash Money TWO PLATINUM MOD OF THE YEAR Edition" and all the 2s will be replaced with binoculars
use the internal name (twoTheItem) instead of the display name (2) in the config and 2s will now spawn on The Playplace moon
they might even spawn on playplace already without doing any config changes i haven't tested that but it's likely
(and yeah the reason the scrap is called "2" is because the entire joke with the cash money TWO moon is the number 2)
sort and preview commands and config dont work. typing 'sort price' dosent work and neither does changing the config to sort it that way either. does anyone else have this issue?
the bar at the bottom dosent show up either
Oh I forgor to reply 
Sorting require the thing in question to be displayed, so to sort by price it needs to show the price of the moons
So if you do preview price or preview all, then sort price will work

If preview price or all ain't working for you, then not sure but it's probably some mod incompat
However uhh
LLL update 
-# @idle coral Took a bit but blacklist feature be pushed 
@wet vortex I tested, you can blacklist Starlancer's bundles too if you only want StarlancerZero
Thank you, so much. I am now free from having my ram implode on me mid-game.
So quite a few mods still claim LethalLevelLoaderUpdated is a dependancy, can I just ignore that while using the actual LLL?
yes
any word on this issue
is there anywhere to like more properly create an issue report other than just this channel or is it just not a priority/haven't gotten to it yet/whatever
Oh uhhh
So you see, LLL ignores all characters up until the first letter on an item's name
Keyword letter 
So 2:2 is just considered <blank>:2 since there's no letter, which causes issues
Two2:2 would be fine, for instance
So yeah could rename it from just '2' to 'Two'
joyous times
is the name "2" also what causes it to break other configs?
Prooobably 
Mayhaps
Ye they should be applyin
This is a beautiful landing sequence
any idea why i get a flood of red and the black fog of death on lobby loadup with the latest update?
reverted to and tested with 1.6.3 and it works fine
Seems Kiszony also had this issue but it's fine in my pack, some mod appears to be causing some sort of conflict I'd assume that you and Kiszony have that I don't
@whole mortar We got another one
@pine olive Maybe cus of this?
I also see this in here, do you not have SoftMaskKiller or DiFFoZTweaks?
And then this is a big error from LLL
noticed something very interesting. i have DemonMae's Dark World interiors installed. this is what it looks like on 1.6.3 in the LLL config
https://i.gyazo.com/fce82f82174fe87d2883bdfc57dded44.png
but when on 1.6.4, only one is there, but it's registered as "Dark World CH", and has default values
@whole mortar
launching with em disabled
crash land repair ship soontm
o
He flew too crazy. Broke LLL ๐
Hmm
disabling didnt work. now disabling all interiors with numbers in their names
FOUND IT
gonna do one other tiny test to confirm
but i found the minimum cause
ok, so the number thing is a separate issue. only one of the dungeons will get registered
HOWEVER
(I did forget a thing
)
i found the red flood source
But hmm
lemme link the mods
https://thunderstore.io/c/lethal-company/p/v0xx/SectorAlpha_Interior/
https://thunderstore.io/c/lethal-company/p/v0xx/SectorBeta_Interior/
the interiors use the alpha and beta symbols
i do know one of the errors thrown mentions something about an unrecognized character
wtf
Does this mean we can make Morvdonalds have the ship go through the drive-through?
(I have no idea if this is already a thing or if there is even a drive-through to use)
Lol
Pushed hotfix for this 
Seems to be fine with Sector ฮฒ now for instance
I no longer ate those number
(Ye also fixed)
gave er a test run. works beautifully
Yippee
How did you end up breaking this to begin with paco? 
Glad to see it fixed now though
Neat but this does not explain things goober
Unless youโre saying you chilled too hard and did a bit of gullible vibe coding in which case I canโt believe you would do that paco
Lmao
I'm kidding of course I know paco wouldn't do this lol
I was not aware of \p{L} to match letters of any language 
Also one at the bottom was missing a \d to match digits, which means I ate those number
oh lol

DawnLib has interior hot loading if I understand correctly. Are their plans for LLL to also support this? Just trying to figure out if I should swap my interior over or if I can just wait it out (am lazy).
@whole mortar @tall kindle
I'll post about it here since, from what i know, the simulate command comes from LLL but its a DawnLib incompat thing
When interiors are registered via DawnLib + LunarConfig as of their most recent updates, the command will only tell you the interiors of the moon you are currently orbiting
Like, if i am on Vow, and run simulate titan, which should tell me Titan's weights, it will just pull up Vow's weights but still say "Titan" at the top
In this example, first image is Experimentation's interiors, 2nd is titan's, and then 3rd is me running simulate titan on Experimentation
its a kinda minor issue, as once you orbit the planet the simulate command runs fine
The functionality is just unintentionally changed from being able to simulate any moon to just simulating the currently orbited moon.
Its also nothing to do with TerminalFormatter; disabling the node for it yields the exact same results from the command
Here is the code and log if you need: 019bcc9d-8d57-029d-f52f-14f703bf0eda
Byeah thats with LLL 1.6.5, DawnLib 0.6.3 and LunarConfig 0.3.2
The problem kinda comes from the fact that the whole weight thing picks up the current moon you're on etc rather than a moon passed on, I'll see if I can change that but dunno
Oh btw (somewhat related), but due to DawnLib overriding the moons page, LLL's filter, sort, and preview stuff doesn't work 
Not sure if you have anything planned for it in the terminal update you're doin for DawnLib, because uh

I assume you were doin it because LLL wasn't makin ExtendedLevels for Dawn moons before, so they weren't being shown in the list
But could do this to let LLL handle the page when present (at least for the moment while cooking a rewrite) 
Hmm maybe I should let it overtake until then
just when i did a manual override for it ๐ญ oh nevermind that doesn't impact my shenanigans
Ye TerminalFormatter overrides it
Both LLL and DawnLib's moons page
it does from the latest version
I actually really like what paco showed me of how LLL's works now, paco basically integrated the functionality of formatter's Moons page
๐ what does that mean
I did not change it ๐
It's been like that always lmao
that's how GI was formatting it since the god knows when
๐
I've used TerminalFormatter for so long I would not have known, I just remember LLL shrinking the moons list
XD
That I did change 
would you be interested in changing how ExtendedLevelGroup works and displays?
because in some cases the groups have 1 entry ๐
try setting the filter to something
Or maybe it's hidden moons?
i've had a few tries in changing the terminal systems altogether (specifically the implementation of filter/preview/sort for registering new types of options) but fuck me it was too hard
Lol
Does this mod overrides butterybalance interior changes?
Probably? 
Depends on when it gets applied by ButteRyBalance
Can I turn off a vanilla interior? I tried to add only expanded facility and mineshaft for all moons pool and it got stuck on random seed.
Yeah should be fine to turn them off
Do you have a log of it happening?
Mighta been something being misconfigured maybe
Its DungeonInjection
o
Sorry, but I just want to bump this question again.
Oh mb didn't reply to it
But uhh
It ain't somethin I'm actively workin on 
Don't really wanna just yoink DawnLib's ways of doin it also 
Though I will steal footsteps 
-# At some point 
Understandable
so i did this for you but it kinda made some things not nice
, LLL doesnt put all company moons at the top/give the selling price (if tagged properly) like in DawnLib, so uh, yeah
Hmm yeah it doesn't account for Company moons
it would be nice little UX improvement for the terminal
i think i have a dawnlib build with this fixed now, just gotta wait to let crafty get my changes so i dont just entirely break lunar config impromptu (it would currently break lunar config)
Oh awesome
I look forward to that and the unlockables price config working
Wonder if it could be possible that when you type in simulate with no other keywords with it... it'll simulate the current moon you're orbiting.
...unless that's not possible to do?
makes sense, would be useful
This now be a thing
This no longer be a thing
This still not yet a thing, but I now be skipping DawnLib moons for the level overrides 
@crystal wigeon โจroute n3vadaโฉ should work now 
@quiet stream @mortal ruin Scene selection multiplayer issues be fixed 
holy shit you did it
Also formatted the simulate page a bit 
i cannot be bothered to check if it breaks formatter ๐
ooooh
๐
It should still get overriden by TerminalFormatter 
I one point i wanted to pie chart the sim page
oh jesus
That would be cool

explode



