#Lethal Level Loader [Custom Content Loading API]

1 messages ยท Page 31 of 1

unique geode
#

๐Ÿ˜”

whole mortar
hexed mesa
unique geode
#

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

wet vortex
#

not surprising

whole mortar
#

Oh ye that'd probably mess with the scene change

wet vortex
#

i knew it would need some kind of update

unique geode
#

Ye it has a lot of Netcode Patcher rpcs

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so dopa will need to recomp the dll and update it to the new netcode patcher

unique geode
#

Wanted to give time for things to cool down before replying after I realized the message you responded to but it wasnโ€™t 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 wasnโ€™t 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 LacyHeart

whole mortar
#

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) plink

oak drum
#

oh awesome

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I knew i wasn't going crazy in his thread when i saw it happen but i didnt clip it

manic belfry
whole mortar
#

I forgor to test with it

#

Uhhhhhh it's prooooobably fine

manic belfry
#

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

whole mortar
#

I switched LLL's patch to a transpiler, so you could override it if necessary (by just Postfixing StartMatchLever.Update())

random coral
#

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 clueless

manic belfry
#

o boy

manic belfry
#

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?

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ah ok gale processing

whole mortar
#

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;
        }
whole mortar
manic belfry
#

wait how did you test this fast

#

let me download it

tall kindle
#

he has the local build

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so

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i assume he can test it fast

whole mortar
manic belfry
#

shit

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ok one moment

whole mortar
#

Lmao I didn't know it routed to company automatically, but that does make sense

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I thought it randomly picked Gordion, but quota did just end ๐Ÿ’€

manic belfry
#

ok so yeah it just works

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And it works better than before ๐Ÿ˜ณ

manic belfry
#

So the thing SBT did was really weird

whole mortar
#

LLL was handling it a bit strangely to be fair

#

Or uhhh

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It needed more than one patch due to LLL having both a Prefix and Postfix for the ship lever

past reef
#

This GI option fixes this issue. Probably the game thinks the lever is in a pre-game state?

whole mortar
#

But also that setting didn't work properly iirc

manic belfry
whole mortar
#

HotreloadFix does only just affect bundles after a lobby reload, I dunno how it made RandomMoonFX work ๐Ÿ’€

past reef
#

i had no problems with this option enable

manic belfry
manic belfry
tall kindle
#

i made hotreload patch so lemme see if i remember

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there were issues with leaving and rejoining (or even just joining) lobbies, specifically on custom moons

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where LLL would, instead of initiating a load for the bundles, would try to UNLOAD bundles

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so it was basically unloading all bundles despite it needing to load a custom moon's bundles

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all HotReloadFix does is check when you enter the lobby what moon you gotta load

whole mortar
#

Now the bundle's just kept loaded unless you open a save that's routed to a different moon

manic belfry
#

ok ill let you know

past reef
#
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?
manic belfry
# whole mortar Ye that's fixed

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 thanksssss๐Ÿ˜Š

whole mortar
whole mortar
tall kindle
#

Paco you're fired

whole mortar
tall kindle
#

Wheres LLLGamma

quiet stream
#

where's my BiodiversityDelta paco

#

cmon

manic belfry
tall kindle
#

LethalLevelLoaderLatest that stops being latest after the main one updates would be fun

fast geyser
#

Now we just need SoundAPIitolib

rain garnet
#

I think im dumb
How can i setup so an interior has X weight on every moons ? i tried putting "All:100" but nop

rain garnet
zealous ether
#

ye

rain garnet
#

ok thanks

oblique owl
#

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?

oblique owl
orchid lintel
oblique owl
#

thank you ๐Ÿ™

lost pewter
#

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?

wet vortex
lost pewter
#

thank you!

whole mortar
wet vortex
maiden valley
#

Im assuming anyways

#

But no its not additive

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Unless I'm thinking of a separate moon override option for interiors

whole mortar
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It only has a weight of 15 if there's no higher value specified (like a specific moon name)

maiden valley
#

Yes but their list only has two values

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vanilla and march

whole mortar
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Oh yeah if it's just those two then yeah

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Only weight of 100 on March

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Vanilla:0 doesn't need to be specified, it do be implied

lost pewter
#

thank you everyone for helping me understand the values!

wet vortex
#

how does a moon being locked work

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like what is the condition for unlocking it

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does it need to be unlocked by another mod

whole mortar
wet vortex
whole mortar
#

CustomStoryLogs doesn't have moon lock/unlocking stuff

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Separate dll is needed

wet vortex
#

dammit

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do you know any mod that can do it without having to make a dll myself

whole mortar
#

Other than that I don't think there is one

quiet stream
#

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

manic belfry
#

Or play with random moons plink no locking here

clever bear
#

Or play with no moons chilling no more moons

whole mortar
#

Smol update

whole mortar
#

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 plink

#

On it though

whole mortar
#

Do NOT attempt extension methods for soft compatibilities at home greed

tall kindle
#

LLL depends on DawnLib now, got it, will spread the word

whole mortar
#

๐Ÿ’€

whole mortar
soft fiber
#

so DL moons will now appear in LLL lists? ๐Ÿ˜ฎ (at least in the updated fork)

whole mortar
#

It's more of it'll actually let you land on them ๐Ÿ’€

soft fiber
#

oh.. lmao

whole mortar
#

Previously it errored out when selecting a dungeon, for there was no ExtendedLevel being made for DawnLib moons

#

It is no longer the case greed

soft fiber
#

ok, so DL moons still wont be registered within LLL.. ok..

whole mortar
#

Oh you mean config-wise?

soft fiber
#

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.

whole mortar
soft fiber
#

ah ok, thats good.. for now.

steady ingot
errant lotus
tall kindle
#

Yes*

errant lotus
#

aaand without Autoscroll now it's looking for BiggerShip :,]

tall kindle
#

WR soft depends on autoscroll what?

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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

errant lotus
#

@slim wind sorry for pinging :,]

tall kindle
#

:p

#

Don't soft depend on a mod unless you need access to it during plugins awake mrov

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I also can't check the mod code rn since I'm on phone and about to head out

tall kindle
#

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

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Okay mrov also made a mistake I think too

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I dont think mrovlib needs an LLL soft dependency

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I dont see any code that needs to be ran on plugin awake

slim wind
slim wind
tall kindle
slim wind
#

dawnlib soft-depends on Formatter, which depends on mrovlib

tall kindle
#

And it should be fine, I don't see any reason for having that there

slim wind
#

and that might be it, question is: why did it pop up now

tall kindle
#

I dont know if I do soft depend on formatter though?

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Ye I dont

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It popped up now because LLL soft depends on dawnlib

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Which it doesn't need to but u also don't need to soft depend on LLL in mrovlib

slim wind
tall kindle
#

Code*

slim wind
#

I'll fix that on my side when I'm back home, is there anything else to it?

tall kindle
#

Nah

slim wind
#

alrighty

tall kindle
#

Just make sure you're able to get rid of that soft dependency without mistake is all

slim wind
#

okie

tall kindle
#

Do you want me to explain why it breaks or u already know

slim wind
#

yeah, I'm pretty sure I get it

deft crater
unique geode
#

Guess Iโ€™m not updating LLLU today

#

I shall remain on 1.5.1 for now

acoustic sonnet
#

NOTHING in the log

whole mortar
#

Due to the new BepInEx version

slim wind
errant lotus
whole mortar
acoustic sonnet
whole mortar
whole mortar
acoustic sonnet
#

thats it

acoustic sonnet
whole mortar
#

There be something else going on

acoustic sonnet
#

its fine now ๐Ÿ’€

#

just cleared cache and reinstalled

whole mortar
#

Weird

acoustic sonnet
#

well fine besides the issues everyone else was having

acoustic sonnet
#

some bad luck

tall kindle
# whole mortar Noted <:greed:1200418319694577754>

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

whole mortar
#

Ye makes sense

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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

whole mortar
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Even then I could probably delay it and patch later

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(If I needed to)

tall kindle
#

Yep

umbral oracle
#

Dunno where else to put this, but the most recent version of LLLU softlocks you when you try to land

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Well that's just great. We'll send the code whenever Gale gets its shit together

brisk schooner
#

rip

quiet stream
#

i think they're in the process of fixin it

brisk schooner
#

read a book

quiet stream
#

or already have fixed it?

quiet stream
umbral oracle
#

019a5fcd-536f-a083-e14d-46f88a083e31

umbral oracle
quiet stream
#

is it better than the two movies

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cuz both of them fucking sucked

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or is it a different war of the worlds

umbral oracle
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...Yes?

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The original War of the Worlds solos any and all adaptations of it

brisk schooner
umbral oracle
brisk schooner
#

its kinda dumb but I somehow have two copies of it so it must be good

quiet stream
#

lemme see if i can find it

umbral oracle
#

George Pal's adaptation?

quiet stream
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the tom cruise one

umbral oracle
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Spielberg's is alright, but it literally just. does not follow the original The War of the Worlds narrative

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George Pal's movie and Jeff Wayne's musical adaptations are more in line with the original novel than Spielberg and Amazon

quiet stream
#

that was Spielberg ๐Ÿ’€

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holy what was he cooking

acoustic sonnet
quiet stream
umbral oracle
quiet stream
#

idk man it hit a fucking nerve with me ๐Ÿ˜ญ

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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

umbral oracle
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The brother going to fight the martians was fucking stupid but the rest of the movie was pretty grounded in reality

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The ferry scene was especially cool

quiet stream
#

i legit went to my room and ranted about the movie for like an hour after that (at like 3am)

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it was SDO FUCKING LONGGG

acoustic sonnet
quiet stream
quiet stream
umbral oracle
#

Do you know what the novel tripods look like

quiet stream
#

naur

acoustic sonnet
umbral oracle
#

Practically endorsed by Wells himself

quiet stream
#

i like these designs a lot though

umbral oracle
#

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

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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."

quiet stream
#

yeah that design's a little too stiff

#

also we're uh

#

flooding the LLL thread

#

mb!!

umbral oracle
#

LLL is rotting, there's not much to talk about it anyways

umbral oracle
# quiet stream REPO

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

tall kindle
#

Go to #general-chat

quiet stream
#

yeah let's not flood the thread

#

there's like, actual issues going on

quiet stream
umbral oracle
#

I forgor about LLLU Idk what I was thinkin'

whole mortar
# umbral oracle Dunno where else to put this, but the most recent version of LLLU softlocks you ...
[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 plink

#

I know not which

crisp galleon
#

Paco please fix

#

Fix all our problems

orchid lintel
#

paco can my beevil be greater than benice

whole mortar
whole mortar
#

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

topaz sparrow
#

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

whole mortar
whole mortar
topaz sparrow
#

let me get it from my friend rq

whole mortar
#

Ye

topaz sparrow
whole mortar
#

I shall inspect greed

past reef
topaz sparrow
#

oops okay

whole mortar
topaz sparrow
#

noted

whole mortar
topaz sparrow
#

odd

whole mortar
#

Likely some mod incompatibility, but I know not what could be doin it

whole mortar
#

Somewhat experimental update, but it's been fine during testing plink

open wind
# whole mortar

Is the dependency on the original LLL intended, or should it be disabled/uninstalled?

crisp galleon
whole mortar
#

You can disable/uninstall it

open wind
#

Okie

#

I was wondering because I manually uninstalled the original LLL but then the LLLU update reinstalled it automatically

willow epoch
#

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

river verge
#

did you ever find a fix to this?

whole mortar
willow epoch
#

I do not no, i will get one later if i can when we play again

leaden plinth
#

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()```
whole mortar
#

I didn't touch anything that would affect the terminal moons listing between v1.5.5 and v1.5.6

leaden plinth
#

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.

whole mortar
#

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]
leaden plinth
#

v1.4.11 is from LLL and 1.5.4 is from LLL Updated

whole mortar
#

So it might be messing with things

brisk schooner
#

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

whole mortar
brisk schooner
#

Think well that's weird behavior for sure

whole mortar
#

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

brisk schooner
#

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

whole mortar
#

This is before BepInEx

#

Or uhhh

#

FixPluginTypesSerialization runs at the preloader stage

brisk schooner
#

FPTS is bringing assemblies into the domain?

#

BingBong Dynamite explode

whole mortar
#

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

brisk schooner
#

Oh okay so its a resolver and doesn't discriminate properly? BIE is a resolver that also doesn't discriminate properly. I understand that

whole mortar
#

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

brisk schooner
#

Oh so its not a resolver issue but its the same thing where it just takes the first one it finds, okay

brisk schooner
#

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

whole mortar
#

Even if it doesn't load

leaden plinth
#

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.

whole mortar
brisk schooner
#

B O N U S

random coral
#

if this hasn't been reported yet, seems like the lever still has some issues when taking off in the updated LLL

whole mortar
random coral
#

that video isnt, but recreated with just this

whole mortar
#

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

random coral
#

ye no prob lol it's just silly. maybe I was too quick to axe SBT's lever fix AAAAAAAAAAAAAA

whole mortar
#

Actually I can probably just add a condition that checks if ship is landing/taking off to that

zenith flax
#

uni pretty much done

#

@whole mortar now is officially a developer on LLL

#

(sorry for the delay)

whole mortar
#

I have not prepared an LLL release to deprecate the updated fork, it was unwise greed

zenith flax
#

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 ๐Ÿ˜›

rough escarp
#

This truly was... the lethal level loader

steady ingot
jagged drum
granite sundial
crisp galleon
#

Nice ๐ŸŽ‰

acoustic sonnet
quiet stream
#

it should be. I use it so much I just made it a dependency of my moons lol

olive bear
#

honestly a good idea ๐Ÿค”

whole mortar
#

Mayhaps plink

#

I'd change up the implementation a bit but it would be a nice feature yeah

tall kindle
#

yeah i've been writing an implementation on the side as well, i thought this was a vanilla feature lol

whole mortar
#

Gotta wait until Zeekerss adds a comically long moon description for it to become a vanilla thing plink

crisp galleon
crisp galleon
#

Oh yeah! Maybe thatโ€™s what it was

hexed raptor
#

but it's still at-least one

tall kindle
#

@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

tall kindle
strange rock
#

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

tall kindle
#

yeah, and im assuming that division is done to account for interiors having different physical tile sizes between eachother

strange rock
#

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

tall kindle
#

lol

strange rock
#

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

tall kindle
#

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

strange rock
tall kindle
#

: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

zenith flax
#

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.

zenith flax
tall kindle
#

But it's good to know dungen has it's own solution for this

flint nexus
#

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.

flint nexus
#

thanks for letting me know

carmine ibex
#

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. AnimatedPlink

tall kindle
#

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)

carmine ibex
#

That worked! Thank you very much!!

crisp galleon
#

Hey Paco, idk if this is something youโ€™d be interested in and itโ€™s 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. Itโ€™s not something I suspect many will ever use, but I know Iโ€™ve seen a few people ask if it can be resized because, as you can see in the picture itโ€™s 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).

crisp galleon
#

I saw you mention the flooded water in your thread which reminded me to propose the feature again. I know Iโ€™ve seen at least one other person ask about it so yeah, if Pacoโ€™s interested in adding it in, would be nice.

#

(Also, Zeekerss, why is the flooded water Pac-Man ghost shaped?)

flint nexus
#

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?

acoustic sonnet
#

its not a percent

flint nexus
#

Is it like putting names in a hat

acoustic sonnet
#

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

flint nexus
#

I see, so the one with 100 weight has a 50% chance to spawn in that case

acoustic sonnet
#

there is more too it

#

but thats the basics

flint nexus
#

So does the weight affect something spawning vs nothing spawning per cycle at all?

acoustic sonnet
#

thats spawn curve

flint nexus
#

Gotcha, that's what I was mainly wondering, I appreciate it

acoustic sonnet
#

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

flint nexus
#

yeah I had looked at it, but it caused some mod conflicts so I decided not to

#

Thanks for sharing that though,, it helps.

acoustic sonnet
#

besides with scarlet mansion but that is on their end

flint nexus
#

If you have scarlet devil mansion it makes some of lunar config's files not actually show up

acoustic sonnet
#

its SDM

#

bc of how it registers its enemies

#

im pretty sure

flint nexus
#

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

acoustic sonnet
#

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"

flint nexus
#

I cannot plot on a graph gg

zenith flax
#

animation curves raw in a text config is gross

acoustic sonnet
flint nexus
#

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

acoustic sonnet
#

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

flint nexus
#

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

acoustic sonnet
#

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)

flint nexus
#

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 8_jam

acoustic sonnet
#

and the main strong one(giants) are cancerous on many maps

flint nexus
#

Hard agree about giants lmao

#

its too hard to really know if they can see you or not.

acoustic sonnet
flint nexus
#

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

acoustic sonnet
flint nexus
#

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.

whole mortar
#

-# Don't look at anythin else, nothin suspicious going on greed

#

Also why is the flooded mesh 60k triangles ๐Ÿ’€

#

I legit thought it was just a plane

zenith flax
#

wa

whole mortar
zenith flax
#

can it not just be a plane

whole mortar
#

I mean it can

#

It's also weirdly scaled a bit lol

zenith flax
#

like if it works 1:1 with just a standard plane i can let him know

#

i respect the scale lol

whole mortar
whole mortar
#

Tasty plink

brisk schooner
#

you should thank zeeks for feeding your graphix card

whole mortar
#

He provides heating for the Winter

crisp galleon
whole mortar
whole mortar
#

Except one is a plane and the other 60k triangles

tall kindle
#

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

fast geyser
whole mortar
#

Mayhaps

orchid lintel
whole mortar
#

Do let me know if there's any issues with the new stuff plink

fast geyser
#

There is an issue greed

whole mortar
#

Whar

crisp galleon
#

You must find it, Paco.

whole mortar
whole mortar
crisp galleon
whole mortar
#

Ye but I parried with an actual issue greed

crisp galleon
#

Ah

fast geyser
whole mortar
#

Ye that's what I mean

#

You'd replace em

#

Oh wait

#

I misread greed

fast geyser
#

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

whole mortar
#

Thought in that case you were referring to the overrides already working

fast geyser
#

Uhhhh... Well, I have to and already have in many cases. So both would be correct

whole mortar
#

But yeah SoundAPI would win if replacing stuff for a specific AudioSource (that I touch) plink

fast geyser
#

Speaking of greed

#

Can you tell that I really like this one greed

whole mortar
rough escarp
#

do i just delete the old lethallevelloader from my editor and import the new version?

#

does it fuck up any existing scriptable objects?

whole mortar
#

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

whole mortar
rough escarp
whole mortar
#

Then it'll start recompiling scripts

whole mortar
#

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 plink

whole mortar
errant lotus
#

interesting

#

the only error log that I've got related to LLL is this

unique geode
whole mortar
#

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?

errant lotus
unique geode
#

Just use Kenji's Moons

#

remove the Saga

errant lotus
unique geode
whole mortar
#

Somethin went wrong with hotreloading I guess

errant lotus
humble comet
#

i dont remember LLL repeating this day 1 to 7+ in a single lever pull
is this right or somethign went wrong ?

whole mortar
#

You should send full log

humble comet
whole mortar
# humble comet here

Hmm what about a modpack code? I think you got some old mods that may be causin trouble

humble comet
#

019b397c-c1b0-e907-a855-eb765e52561f

whole mortar
#

There be a few pretty big issues with LLL v1.6.0 I am now aware of plink

#

I shall release a hotfix as soon as I can, but in the meantime people should downgrade to LLLU v1.5.6

past reef
whole mortar
#

That is indeed one of the issues

#

Happens with DawnLib installed

#

I fixed it already so it'll be fixed in v1.6.1

crisp galleon
#

Lmao what? How does that happen?

tall kindle
#

I'm wondering the same thing lol

crisp galleon
#

LethalShipUnloader

humble comet
#

i was wondering something feels missing this morning lol

rough escarp
past reef
#

at least with biggership

whole mortar
#

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

whole mortar
brisk schooner
#

I played with a group for hours with the update yesterday and we didn't really have any issues RiskiThink

whole mortar
#

Weird

#

The ladder disappearing is one of the smaller issues though

brisk schooner
#

Well the ladder only disappeared for us in orbit

#

It was always there when landed

whole mortar
#

Ladder + some other stuff disappear in orbit

brisk schooner
#

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

slim wind
zenith flax
#

oh the missing ladder bug again

#

thought the newer project patchers had that fixed or am i tripping

tall kindle
#

this is a thing? i never noticed it with my edited ship animations

zenith flax
#

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

tall kindle
#

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)

whole mortar
#

It's weird though

whole mortar
#

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)

whole mortar
# slim wind you broke my heart

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() ๐Ÿ’€

#

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

tall kindle
#

you're meant to nest em ontop of eachother

#

in a way, anyway

whole mortar
#

Yeahh not sure what AnimatorOverrideController is doin internally so I was worried about that

whole mortar
whole mortar
#

It be pushed plink

tall kindle
#

welcome to the club of breaking everything

whole mortar
#

I've done it before ๐Ÿ’€

#

Uh

#

I think

tall kindle
#

yeah but now you've done it to a mod that most people use

whole mortar
#

Lol

#

We do a little goofin

zenith flax
#

I remember that one time i broke leaving the company and that one streamer got really upset

humble comet
acoustic sonnet
whole mortar
#

Legendary crashout greed

crisp galleon
#

Iโ€™ve only heard the stories

fast geyser
#

I havent even heard the story

whole mortar
#

-# Smol patch plink

#

Wanted to wait a bit in case any more issues showed up, but the content configuration stuff do be moderately important

acoustic sonnet
whole mortar
#

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 greed

brisk schooner
#

cereal

whole mortar
#

FixPluginTypesCerealization

brisk schooner
flint nexus
#

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.

whole mortar
#

1.6.1 fixed a networking funny with it

flint nexus
#

Oh very nice!

whole mortar
#

1.6.2 fixed an ancient LLL oopsie lmao

#

It only started causing issues due to the values actually being applied greed

whole mortar
#

It has been a thing since LLL v1.1.0 plink

flint nexus
#

I had been wanting to use it, so this is great news, thank you!

flint nexus
#

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

whole mortar
#

If you land it should say "Overriding size to 1.4" or somethin like that in the log

#

When the dungeon generates

flint nexus
#

Let me try from a fresh boot up and see

#

This is what I found HUH

#

I left the dungeon multiplier in imperium blank before I went to the planet

#

@whole mortar

whole mortar
#

Like min/max and stuff for that interior specifically

flint nexus
whole mortar
#

Yeah Tower's config

flint nexus
#

These are all of Tower's config

whole mortar
#

Hmm

flint nexus
#

I am forcing tower to generate, but I am not touching the dungeon multiplier in imperium.

whole mortar
#

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

flint nexus
#

I will reboot the game and try it again

whole mortar
#

Ye

#

I'm wondering if the description of Restrict Dungeon Size Scaler might be misinformation plink

#

Or rather not sure why it'd be overriding it all the way up to 4.875

flint nexus
#

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.

zenith flax
# flint nexus

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

flint nexus
#

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.

zenith flax
#

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"

flint nexus
#

For sure, and I agree with the sentiment. Some interiors have much smaller/bigger tilesets than others.

whole mortar
#

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

flint nexus
#

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.

whole mortar
#

Hmm yeah might be something with 0 specifically

pine olive
#

i'll need to reproduce and log it later, but 1.6.2 reintroduces a couple of previously squashed bugs.

  1. Refreshing a lobby can reroll items if done soon enough after the first join.
  2. 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

whole mortar
#

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 plink

#

Also most likely why interior won't load, if it tries generating certain interiors at that low of a size

pine olive
#

so untick it to go back to what it was doing before?

whole mortar
#

Yeah

#

Or you can also adjust it if you think an interior's too large for instance

pine olive
#

noted

whole mortar
#

Can also do it through LunarConfig but yeah

pine olive
#

that just leaves the item rerolling

whole mortar
#

Yeah that I'm not sure

#

I'd need logs mayhaps

pine olive
#

i'll try and reproduce it tomorrow. done chuggin thru it for the night

whole mortar
#

But DawnLib should be handling item save stuff if you have it enabled in its config

pine olive
#

i think i disabled it

whole mortar
#

It's off by default though

pine olive
#

"off"

whole mortar
#

Actually you know what

#

I wonder if Botanic Appy had somethin to do with it plink

#

Probably shuffled some stuff after unloading

pine olive
#

hmmmmmmm

#

mebbers

whole mortar
#

I'll try repro real quick by just going to Kanie lmao

tall kindle
whole mortar
#

Yeah just a guess

#

Hmm yeah doesn't seem to be the case greed

whole mortar
pine olive
#

load lobby. land on moon. die. quit game. reload lobby. SHUFFLE

tall kindle
#

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

whole mortar
#

๐Ÿ’€

#

I mean I didn't touch anything save-related

pine olive
#

currently on 1.6.0 for the interior generation. i'll get something up tomorrow

tall kindle
#

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

whole mortar
#

Or uhh

#

There was a lot of gullible present in the update greed

unique geode
#

I may also do this for my lobby tomorrow since bugs are being reported

tall kindle
#

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)

unique geode
#

Honestly I'm not sure why he's not using DawnLib's item saving

tall kindle
#

Pepsiman does big long runs

unique geode
#

Ah fair

tall kindle
#

I imagine I was messing with the saving system a bit more than he was comfortable with at the time

pine olive
unique geode
#

That would make sense

pine olive
#

ill do testing tomorrow

#

sorry for the inconvenience. just had a long day

unique geode
whole mortar
#

Worry about it beevil

#

-# /j

unique geode
#

Lacy says we should send you to the abyss paco

tall kindle
#

Nuhuh, crosses out your /j

whole mortar
lusty lagoon
#

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

whole mortar
#

Interesting name for a scrap item

tall kindle
#

Could this be related to the issue the other guy had where he had a Wesley's moons item on assurance randomly?

lusty lagoon
#

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)

fierce chasm
#

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?

fierce chasm
whole mortar
#

Oh I forgor to reply plink

whole mortar
#

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 plink

#

-# @idle coral Took a bit but blacklist feature be pushed plink

unique geode
#

@wet vortex I tested, you can blacklist Starlancer's bundles too if you only want StarlancerZero

idle coral
glossy pecan
#

So quite a few mods still claim LethalLevelLoaderUpdated is a dependancy, can I just ignore that while using the actual LLL?

whole mortar
#

@pearl mauve There be DungeonMatchingProperties for enemies greed

lusty lagoon
whole mortar
#

Oh uhhh

#

So you see, LLL ignores all characters up until the first letter on an item's name

#

Keyword letter plink

#

So 2:2 is just considered <blank>:2 since there's no letter, which causes issues

#

Two2:2 would be fine, for instance

whole mortar
lusty lagoon
whole mortar
#

Prooobably plink

rough escarp
#

ship anims work now right?

#

just making sure

whole mortar
#

Mayhaps

rough escarp
#

ill take that as a yes

#

hooray

whole mortar
#

Ye they should be applyin

crisp galleon
pine olive
#

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

unique geode
#

@whole mortar We got another one

#

@pine olive Maybe cus of this?

pine olive
#

but when on 1.6.4, only one is there, but it's registered as "Dark World CH", and has default values

unique geode
#

@whole mortar

pine olive
#

launching with em disabled

oak drum
#

crash land repair ship soontm

whole mortar
#

o

crisp galleon
whole mortar
#

Hmm

pine olive
#

disabling didnt work. now disabling all interiors with numbers in their names

whole mortar
#

Yeah it should preserve numbers, weird

#

I be double checkin

pine olive
#

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

whole mortar
pine olive
#

i found the red flood source

whole mortar
#

But hmm

pine olive
#

lemme link the mods

#

the interiors use the alpha and beta symbols

whole mortar
#

o

#

It should also be keeping Greek letters lol but I'll double check

pine olive
#

i do know one of the errors thrown mentions something about an unrecognized character

slim wind
crisp galleon
#

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)

whole mortar
#

Lol

whole mortar
#

Seems to be fine with Sector ฮฒ now for instance

pine olive
#

and the number issue?

whole mortar
#

I no longer ate those number

whole mortar
pine olive
#

good shit

#

thanks, man

pine olive
#

gave er a test run. works beautifully

whole mortar
#

Yippee

unique geode
#

Glad to see it fixed now though

unique geode
#

Unless youโ€™re saying you chilled too hard and did a bit of gullible vibe coding in which case I canโ€™t believe you would do that paco

#

Lmao

brisk schooner
unique geode
whole mortar
#

Also one at the bottom was missing a \d to match digits, which means I ate those number

unique geode
#

oh lol

brisk schooner
crisp galleon
#

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).

void cove
#

@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

#

Byeah thats with LLL 1.6.5, DawnLib 0.6.3 and LunarConfig 0.3.2

tall kindle
#

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

whole mortar
#

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) plink

tall kindle
#

Hmm maybe I should let it overtake until then

slim wind
#

just when i did a manual override for it ๐Ÿ˜ญ oh nevermind that doesn't impact my shenanigans

whole mortar
#

Both LLL and DawnLib's moons page

slim wind
#

it does from the latest version

unique geode
#

I actually really like what paco showed me of how LLL's works now, paco basically integrated the functionality of formatter's Moons page

slim wind
#

๐Ÿ‘€ what does that mean

unique geode
#

Not as nice as Formatter but yeah

#

It looks really good

whole mortar
#

It's been like that always lmao

unique geode
#

Oh really?

#

lol

slim wind
#

that's how GI was formatting it since the god knows when

slim wind
whole mortar
unique geode
#

I've used TerminalFormatter for so long I would not have known, I just remember LLL shrinking the moons list

#

XD

whole mortar
#

That I did change greed

slim wind
#

because in some cases the groups have 1 entry ๐Ÿ’€

whole mortar
#

Hmmm

#

Weird

slim wind
#

try setting the filter to something

whole mortar
#

Or maybe it's hidden moons?

slim wind
#

oh could be

#

still

#

๐Ÿคฎ

whole mortar
#

Mayhaps I could skip hidden moons in the grouping process

slim wind
#

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

whole mortar
#

Lol

past reef
#

Does this mod overrides butterybalance interior changes?

whole mortar
#

Depends on when it gets applied by ButteRyBalance

past reef
#

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.

whole mortar
#

Do you have a log of it happening?

#

Mighta been something being misconfigured maybe

past reef
#

Maybe its dungeon injection from lunar config i tried to do this too

#

For the maneater

past reef
#

Its DungeonInjection

whole mortar
#

o

crisp galleon
whole mortar
#

Oh mb didn't reply to it

#

But uhh

#

It ain't somethin I'm actively workin on plink

#

Don't really wanna just yoink DawnLib's ways of doin it also greed

#

Though I will steal footsteps beevil

#

-# At some point greed

crisp galleon
#

Understandable

tall kindle
# whole mortar

so i did this for you but it kinda made some things not nice greed, LLL doesnt put all company moons at the top/give the selling price (if tagged properly) like in DawnLib, so uh, yeah

whole mortar
#

Hmm yeah it doesn't account for Company moons

tall kindle
#

it would be nice little UX improvement for the terminal

tall kindle
void cove
tranquil egret
#

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?

whole mortar
#

Could do that mayhaps yeah

void cove
#

makes sense, would be useful

whole mortar
whole mortar
whole mortar
whole mortar
# whole mortar

@crystal wigeon โจroute n3vadaโฉ should work now plink

#

@quiet stream @mortal ruin Scene selection multiplayer issues be fixed plink

slim wind
whole mortar
slim wind
#

i cannot be bothered to check if it breaks formatter ๐Ÿ’€

whole mortar
zenith flax
#

I one point i wanted to pie chart the sim page

slim wind
tall kindle
#

That would be cool