#Lethal Level Loader [Custom Content Loading API]

1 messages · Page 32 of 1

slim wind
#

i mean it makes sense

#

but i feel the pain in implementing that

whole mortar
zenith flax
#

Nah not bad

#

Just depends on how u wanna do it

slim wind
zenith flax
#

atp im so fucked up i’d just rawdog make the mesh but you could do some stuff with ui circular fill stacking, shaders or maybe weird linerenderer stuff(?)

slim wind
#

💀

tall kindle
#

I was thinking of just making it with ASCII art lol

zenith flax
#

I feel like you’d really want the like angled pie chart like excel has for it to really hit

slim wind
#

alright, i think i know the style you want

#

but this is in python 🤮

tall kindle
whole mortar
zenith flax
#

make it in 3d then use acerola’s ascii shader to turn it into text 😇

#

the most expensive pie

#

oh actually

#

fuck im dumb

slim wind
#

is that built-in?

zenith flax
#

just make a 100 sided cylinder in blender and seperate into 100 submeshes

#

1 slice per rounded percent int

#

screw accuracy

tall kindle
#

100 materials 💀

steady ingot
#

This hurts me ;-;

#

Circle texture as sprite, select filling type to circular or whatever its called, give fill amount by number, duplicate the gameobject with however many interiors have chances and then rotate them so theres no overlap (this one idk how off the top of my head) and everything is under another gameobject with a hollow circle sprite

slim wind
#

redirect user to a website that displays the chart

zenith flax
#

Display website in terminal

steady ingot
tall kindle
#

Oh I forgot about this thing

steady ingot
#

Ye i forgot about it too and ive used it before

zenith flax
#

Usually you don’t wanna use it nowadays i think

#

but for this it’s chill

tall kindle
#

Yeah unity has better solutions usually baked in

steady ingot
#

MPB’s are not good?

zenith flax
#

No batches

#

megamind meme.png

tall kindle
#

^

#

Which is usually more performant

steady ingot
zenith flax
#

Material variants are generally better for bread and butter uses

zenith flax
#

not that one ..

slim wind
#

that's foul, sick

steady ingot
tall kindle
slim wind
whole mortar
slim wind
#

i don't want to know anymore

whole mortar
crystal wigeon
steady ingot
tall kindle
#

Damn now I gotta make mine work (I have no idea if they already do ngl)

whole mortar
tall kindle
#

💀 nah surely not

whole mortar
#

Ye probably not lmao

tall kindle
slim wind
whole mortar
#

But it'd cause wacky stuff in LLL's config, since both Sector α and Sector β would be turned into just Sector

#

\p{L}⁩ do just match any letter regardless of language plink

tall kindle
#

Hmm

#

So wait are you turning stuff like greek a into English a

whole mortar
#

Hmmmm now that I think about it, might not be ideal for moons plink

#

Lol

#

route nevαdα

#

But it's fine for interiors since the player doesn't really need to type their name, though this be a very niche edge case anyway

crystal wigeon
whole mortar
#

Wait how does that match lmao

crystal wigeon
#

if the number-in-letter thing is problematic i can always just drop the "you need to type "nvdada"" into the changelogs

slim wind
tall kindle
#

In your pack

crystal wigeon
#

nada

tall kindle
#

Ig base terminal can do 2 letters? It shouldn't be able to

#

I have no idea

quiet stream
#

absolute madman

#

great work

oak drum
tranquil egret
#

ooo, neat

#

...and then watch there be a moon called All

slim wind
tranquil egret
#

...huh, moon unlocks don't show up on the moons section. You can still route to them, though. Once visited they show up on the terminal... but when you reload your save file after rebooting the game... they don't show up anymore.

This issue doesn't occur if LLL is on 1.6.5.

019c24c1-0184-249a-4634-e9ddf5b597cc
Code if ye wanna check, go to Galetry and get a floppy disk from under the desk at the gift shop, insert it at that machine... thingy at the entrance or get any of the cassette tapes and unlock the moons that way by inserting them at the cassette player... then check the moons at the terminal, you'll see that they won't show up. Go to either Asteroid-13 or Motra since you have the funds and check the terminal again. The moon you went at should show up on the terminal... somewhat and if not... leave the game while in orbit and then reload the file and then they should appear... until you close the game and relaunch it and reload the file... then they're gone again.

void cove
oak drum
#

yes i got stink bug one too, stinky

whole mortar
oak drum
#

019c24cb-7bec-5575-752d-da36a7246d68

#

andd yes i do have like 100 mods disabled

whole mortar
oak drum
#

just to make sure, did you update LLL? i downgraded it to 1.6.5

whole mortar
#

o

#

I did not see the 1 available update

whole mortar
#

Or how it unhides, rather

whole mortar
whole mortar
brisk schooner
#

paco beevil

whole mortar
oak drum
past reef
#

this screen stays until i pull the leve

unique geode
past reef
#

its an incompatibility with the new update?

unique geode
#

Doubt it

#

Loading Info has always randomly done that

past reef
#

so it just a coincidence

unique geode
#

Probably yeah, I stopped using Loading Info due to the incompatibility with LethalHud and NiceChat

pearl mauve
#

waiyt we can finally do random scenes

#

hmmm

quiet stream
#

i threw rocks at paco till it worked

#

im very happy

whole mortar
#

They don't have to be in different bundles and can share assets plink

#

Given that it loads all scene bundles when you route to it, it's better if it do that

whole mortar
# past reef it could be LLL?

Also I think I did have this happen when testing somethin with a local client, didn't look too much into it though plink

#

But yeah fixes on landing at least

unique geode
steady ingot
#

oh wait I'm dumb

#

nvm dont mind me

crisp galleon
#

Mods, mind this man

past reef
soft fiber
#

small and maybe undesired (by others) suggestion, but, is it possible for the config to include the reference required for matching a moon to an interior? so like have it as a description below the header for each moon?

for example...

# reference = adamance

the reason i ask is 2 reasons.

#1 it will make it easier to config when the name is not "normal".. like "Asteroid-13 is "asteroid13", would be nice if i could just look at the config for that moon to see the reference, rather than remember.

#2 ive made a program to analyse configs (for balancing interiors so they are evenly distributed, etc), but getting issues with moons like "old dine" and "dine".. and while ive wrote code to differentiate them, when installing a new moon without time to double check the reference i used worked for that moon, i realised it would be just simpler for all if it was in the config's ;o

whole mortar
#

The fix in question was just adding a single . that I missed

whole mortar
#

Though not exactly like that, categories in BepInEx configs can't really have stuff below them

#
[​​​​​​​​Custom Level:  02 Phobos  Deimos]

## Enable This To Utilise Any Of The Configuration Options For 'Phobos / Deimos'
# Setting type: Boolean
# Default value: false
Enable Content Configuration = false
#

## Enable This To Utilise Any Of The Configuration Options For '{name that matches}'

tall kindle
whole mortar
#

💀

#

But ye for the moon itself it's that name

unique geode
#

the Phobos tag got removed to fix routing there

tall kindle
#

so paco's just LYING out here

unique geode
#

More like I think he forgot Skelaah had to remove it lol

soft fiber
soft fiber
whole mortar
#

It doesn't actually list tags

whole mortar
#

Also gets rid of special characters, so like both Asteroid-13 and Asteroid13 do work

soft fiber
whole mortar
soft fiber
whole mortar
soft fiber
whole mortar
#

Probably ye

serene light
#

How does overriding prefabs work for things like quicksand or flooded weather?

leaden citrus
#

Where does the scrap rarity come from for ExtendedItem?

crisp galleon
crisp galleon
slim wind
crisp galleon
#

ah, so probably would mean your replacement prefab would need it on the root. I assume it replaces the flooding object and not just like, the water plane that is a child.

whole mortar
#

For it is no plane greed

whole mortar
#

Which does not have the FloodWeather instance itself iirc

#

Can copy the vanilla one from SampleSceneRelay and make a prefab for it plink

steady ingot
whole mortar
lusty lagoon
#

holy triangles

crisp galleon
#

Pac-Man ghost

rough escarp
#

zeeks i swear to god

orchid lintel
crisp galleon
#

Yes. It’s the water shader. It could literally just be a square and it’d still have the waves just fine. I can’t think of any good reason it’s like this

tall kindle
#

nah it needs to have those triangles for it to be animated properly

pearl mauve
#

yeah if u have low triangles its very flatnit

steady ingot
#

30k isnt too bad to be fair it was just awkward to look at first

crisp galleon
fast geyser
#

In theory it could be far lower if the water mesh moved along with the player. Dense topology in the centre, low poly around the edges.
It would require a different approach to the animation though

pearl mauve
kindred herald
#

@whole mortar I realized your terminal scroll amount patch which I had added to my mod a long time ago is no longer working. I think I've narrowed it down do LLL..? It's only on the moons page. any other scrollable node is fine.

whole mortar
#

Since it no longer shrinks the moon page

kindred herald
#

ok. does it maybe assume each moon has a set number of lines instead of getting the actual text?

whole mortar
#

It scrolls ~15 moons at a time

#

It's just a Prefix instead of the Transpiler thing

kindred herald
#

I see. That's why it's problematic for me or rather with my mod. I subscribe to the TerminalManager.onBeforePreviewInfoTextAdded event and add a bunch of text, potentially containing multiple line breaks causing huge scrolls

whole mortar
#

Oh wha

kindred herald
whole mortar
whole mortar
whole mortar
kindred herald
whole mortar
#

Lol

whole mortar
#

If it's the same total number of moons but spaced out it'll still scroll as if it had no extra lines in between

whole mortar
chilly valve
#

Hiya there, I had to figure out where the channel for this was as link took me to Discord but I wasn't part of the server xD
When I type in vow in the terminal it only comes up as if I typed in simulate vow

chilly valve
#

Tried disabling
TerminalFormatter
LethalAutocomplete
TerminalConflictFix

Does it if I type vow of offense

tall kindle
#

can you send your modpack code

chilly valve
#

I would have to send the zip as I've had to fix several mods manually by hand

#

019caaee-80b2-019c-c6dc-24290fe906af

#

This is the code but it may not be playable without the edits, mostly sound errors, desync and a few other things so may be enough to test even if not play, have no idea if configs get synced and I'm not allowed to upload a zip here

haughty quarry
chilly valve
#

That is great news! What about manual edits to json files?
Also anyone know what mod is causing it?

chilly valve
#

Can I load custom maps that don't add new moons without lethal level loader?

wet vortex
#

What do you mean

chilly valve
#

Because I cannot go to Vow with Lethal Level Loader, I only have 2 custom moons and lots of custom interiors
But if I try to go to Vow of experiment, I can if the game picks it at the beginning, but when I try to type it on the computer, it acts like I typed simulate first.

So would prefer the interiors over the moons

#

Been told that Lethal Level Loader adds the simulate command

crisp galleon
#

LLL does add the simulate command, but something's breaking your pack if you can't route to moons and it's always doing simulate

chilly valve
#

I removed all terminal based mods and cannot pinpoint it through console. I paste it into Deepseek and my own private LM and they also cannot locate the issue.
No one in here seems to have the issue and the other day I butchered my pack for someone to try and figure out the root issue.

The moons themselves can be landed on so I know they aren't just broken so refusing to route so it honestly confuses me so much

crisp galleon
#

Honestly, you might want to clear cache, new profile, and just gradually add stuff back

#

Or at least clear cache and disable everything in your profile, slowly bringing stuff back

whole mortar
remote quail
#

dang

#

im 10 seconds late

whole mortar
#

I did not change this, update unplayable 😔

#

I actually probably shoulda clarified that this version won't work on v73 lol

zenith flax
#

Thunderstores fault

whole mortar
#

Thunderstore CLI's fault, I forgor to update on the .toml but did on the actual one 💀

pearl mauve
#

AND THATS WHY HES THE GOOOAAT

#

THE GOAAAAAAT

whole mortar
pearl mauve
#

lole

#

i can test without killing myself now

#

yaaaay

#

it will be so easy and quick

tall kindle
#

couldnt u always test with dungenplus though

whole mortar
#

With the debug thing yeah

#

Though there's some stuff you can't really test without rebuilding

#

Particularly Tile changes (outside generation)

whole mortar
crisp galleon
#

We can do reverb triggers inside now? Yippee!

pearl mauve
#

DEEPCORE WILL NEVER BE THE SAME

plush wing
#

Meow.

pastel locustBOT
plush wing
zenith flax
plush wing
#

So it's something I need to do?

zenith flax
#

(three actually but most is in one)

#

yeah, dunno who's responsible for a package or smth

#

its just no longer in Assembly.CSharp

plush wing
#

OOf.

zenith flax
#

(which is an improvement, just awkward up front for modders)

plush wing
#

Yeah, found the file..

#

And it now builds, oki.

#

Just wasn't sure if it was something I needed to do or not.

zenith flax
#

ya no stress

#

its like 4 years or something worth of dungen update so good eats

acoustic sonnet
#

from what I see, bc of the dungen changes, v80 is like v73 but instead of for networked mods its for interiors?

tall kindle
#

Yeah but it might be fixable

acoustic sonnet
#

like cruiser fix was

tall kindle
#

Uh sort of

#

I wouldn't be hopeful though

acoustic sonnet
#

both pool rooms, cozy, xen, sect beta

#

rip

crisp galleon
acoustic sonnet
#

cozy may be fine since rosie said they were preping to get back into the groove

#

sector tho, voxx is long gone

humble comet
#

is this 1.6.9 version fine for v73 ?

whole mortar
ember shore
#

Are there any plans to expose the diversity system added in v80 through LLL via a config for every moon 👉 👈 🥺

hexed mesa
plush wing
tall kindle
sinful slate
#

I keep getting this error and custom moons wont load (e.g. Orion):
[Error : Unity Log] TypeLoadException: Could not load type of field 'LethalLevelLoader.Patches:temporaryIndoorMapHazards' (14) due to: Could not resolve type with token 01000048 from typeref (expected class 'IndoorMapHazard' in assembly 'Assembly-CSharp, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null') assembly:Assembly-CSharp, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null type:IndoorMapHazard member:(null)
Stack trace:
UnityEngine.GameObject:AddComponent(Type)
BepInEx.Bootstrap.Chainloader:Start()
UnityEngine.Rendering.HighDefinition.HDRenderPipelineAsset:OnEnable()

#

My game version is 73

tall kindle
#

Downgrade LLL to before v80 compat

sinful slate
quiet stream
#

I suppose it's a thing in the editor already?

#

I haven't read any changelogs cuz im in class atm

whole mortar
tall kindle
quiet stream
#

in practice it limits the amount of different enemy types that spawn, right?

tall kindle
#

Yeah

quiet stream
#

super useful...

whole mortar
#

Fuck it, *spawns outside Lockers* beevil

steady ingot
pearl mauve
#

oh dont worry i am too

quiet stream
#

I feel like ||feiopars|| would fit in a super cool way

#

and adds to the like, tropical theme

pearl mauve
#

do u mean thallasic?

quiet stream
#

oh yeah i got em confused

#

I was thinking of thallasic hehe

#

cuz of the veld building

#

is it still called that?

#

i remember it having like a V logo or something like that

#

or am i schizo

pearl mauve
#

veld logo yeah

#

its the headquarters for the company

#

and veld was named veld after the company

#

its confusing

quiet stream
#

chicken or the egg

#

:3

crisp galleon
#

Hey Paco, would you know why the latest LLL seems to be missing stuff in my V81 rip? Like, I can't recover the tags I use or the LevelMatchingProperties for instance. First pic is my V73 one and the second is V81

tall kindle
#

the dll must've crashed midway loading the scripts

#

check your console

#

you probably missing a dependency in the editor

crisp galleon
#

you were right. I deleted it and readded it and it seems to all be there. idk what happened the first time lol

#

thanks!

fallow fern
#

getting this when I try to land on Experimentation, leading to a softlock:

Unviable ExtendedDungeonFlows: Facility, Haunted Mansion, Facility, Facility, Mineshaft, Abandoned Foundry, ACF Site, DeepcoreMines, VehicleHangar, LiminalHouse, SanctuaryFlow, Dam, Liminal Facility, Drains, Storehouse, Tower, Gothic Monastery, Gray Apartments, Zeranos Gray Apartments, Halls of Flesh, LC Office, LiminalPoolRoomsDunGen, Mausoleum, Museum, Slaughterhouse, PlayZone, Pool Rooms, Raven Manor, Scarlet Basement, Scarlet Foyer, SCP Foundation, CabIn, Spelunkers Caverns (Random), Spelunkers Caverns (Basic), Spelunkers Caverns (Crystal), Spelunkers Caverns (Frozen), Spelunkers Caverns (Magmatic), Spelunkers Caverns (Overgrown), Storage Complex, Studio Floor, Sub Systems
Viable ExtendedDungeonFlows:

I imagine I messed up my configs but can't figure out how or where, any advice?

wet vortex
fallow fern
#

Do not, but this is on V73

#

so not relevant I assume

wet vortex
#

oh v73

#

make sure you're not using versions of your mods that are made for v80

#

this one in particular

fallow fern
#

doublechecked, im quite sure now there are no v80/v81 mods

#

Ill try regenerating all my configs

fallow fern
#

PSA: LunarConfig 0.3.10 is evil and malevolent

#

(I fixed my issue by reverting to 0.3.9, 0.3.10 has a critical issue)

honest falcon
#

what is the difference between using spawnable map objects and indoor map hazards?

lone mist
#

indoor map hazards are stuff like turrets mines and spiketraps, spawnable map objects are the randomly spawning outside objects like trees rocks and pumpkins

honest falcon
#

that is under spawnable outside objects

#

indoor map hazards is a new thing it was not there before v81

lone mist
#

oh, thats a new array in v80 im not familiar with

honest falcon
crisp galleon
honest falcon
#

i think the old system should still work right?

tall kindle
#

Switch to using indoormaphazardtype

honest falcon
#

does this also mean that old moons that have not been updated yet wont spawn hazards in v81

tall kindle
honest falcon
#

was something changed about override foggy volume size?

#

i fixed the values a while ago but they dont seem to apply anymore

#

first image: default values for foggy
second image: overrides to cover the entire map
third image: ingame with the overrides active (fog cuts off exactly where the default values are)

whole mortar
#

o

whole mortar
#

Specifically ship animation overrides need somethin changed but I have not gotten around to fixing em

honest falcon
#

do you perhaps know what the diversity values mean?

#

i think LLL defaults them to 100

whole mortar
#

Or uhhhh

#

I forget if diversity values are the enemy thing

honest falcon
#

only thing i know is that early game/free moons have lower values set as diversity power and i guess setting "100" will not change enemy spawning

#

but what exactly a value of for example 8 does to the enemy distribution (which is what the diversity power is supposed to change iirc) is not clear

crisp galleon
#

I think Buttery said that per spawn cycle, whatever is in there has whatever probability is in there of spawning (until the max of that entity has spawned). So if it’s .5 then it has a 50% chance to spawn every cycle until that entity has reached its max

#

I might be remembering wrong or misunderstood

tall kindle
#

Diversity is a power given to all enemies, and each moon has a daytime, outside and indoor diversity cap

crisp galleon
#

Oh. At least I’m thinking of something

tall kindle
#

Basically if a moon has low diversity, less unique enemy types will spawn, its like the max amount of enemies but for the enemytypes themselves

#

So on vow, with a diversity level of 3 outside, and pumas having a diversity of 2 and forest giants having a diversity of 1, it means that if a puma and forest giant spawn, they've filled vows diversity quota so no more unique enemies will spawn

#

Some enemies have 0 1 or 2 diversity power but obviously you can put anything in there

#

By default moons have a diversity of 100, which basically means to disregard diversity for that section of enemy spawns

strange rock
tall kindle
#

Do they not?

strange rock
#

no

#

outside of that everything else you've mentioned is correct

tall kindle
#

I couldv3 sworn I saw them consume it

#

When we were looking at that one outside enemies bug that was just coded weirdly

#

I can't check rn but I'll take your word for it

strange rock
#

that's not a correction im just clarifying

#

but you'll never get baboons, old birds, dogs, worms, etc. because giants and pumas already consumed all the diversity level

tall kindle
#

Yep

strange rock
#

if giants and pumas can't spawn, outside spawns just cease for the rest of the day

strange rock
# crisp galleon I *think* Buttery said that per spawn cycle, whatever is in there has whatever p...

this is the "special enemy" system and while the gist is mostly correct i will just clarify a couple of things:

  1. 0.5 means it has a 50% chance to spawn per enemy, not per cycle
  2. zeekerss' math for calculating the weight is a little bit inaccurate so it's more "approximately 50%" than 50%
  3. specifically if the percentage is 100%, every spawn wave will be forced to include at least one enemy spawn up until the special enemy has reached its spawn cap
#

bullet point 3 also means no other enemies are allowed to spawn until the special enemy reaches spawn cap

#

every single one becomes the special enemy until its an invalid spawn

crisp galleon
#

Oh ok. So much info 😵‍💫

quiet stream
#

Really good info actually lol

#

I had no idea how the system worked before

errant lotus
#

Hope it works

acoustic sonnet
acoustic sonnet
unique geode
#

Avoid at all costs

errant lotus
#

Oof

unique geode
#

Just use the other DunGenFixer

#

I will not trust any AI Generated mods ever

acoustic sonnet
#

esspecially if it has a really important function

#

such as this

quiet stream
steady ingot
errant lotus
brisk schooner
#

Gemini, do all the work for me so I can feel good about myself, make no mistakes

steady ingot
brisk schooner
#

It should really be a patcher that adds things in memory instead

acoustic sonnet
unique geode
#

Prolly best to remove it if it's invasive like that

brisk schooner
#

It does something to custom attributes or.. honestly hard to follow and then writes it back out to disk

#

Gemini, permanently brick my mod profile

crisp galleon
#

Gemini, make Gemini 2. (Tech CEOs hate this simple trick)

quiet stream
#

gemini, split every atom in my body

brisk schooner
#

Gemini, program Gemini-3-Pro for me

#

I'm so many steps ahead of u sniper, also it was my original idea

#

I'm so smart

brisk schooner
steady ingot
#

I'mma ask Gipiti to make me a claude 69.420

brisk schooner
#

*adjusts glasses*

quiet stream
#

-# /s

tall kindle
#

It'd be really funny if that Mod actually fixed the other side of issues that we hadn't fixed with DunGenReferenceFixer, which is DunGen being referenced in code

azure ether
#

I am curious how the new diversity system would work with mods like biodiversity -

zenith flax
#

they just have the same name

azure ether
#

Truly a biodiverse experience

#

-# also why did I say modded mods lamo

azure ether
quiet stream
#

if buttery's right in saying daytime diversity values aren't a thing then the only enemy in all of Biodiversity to actually use the diversity system out of the box is the Aloe

#

every other enemy is an outside daytime spawn, lmao

azure ether
#

Lol

whole mortar
#
  • Only one enemy can be specified there
zenith flax
#

diversity is the other system, no?

quiet stream
#

aren't you getting it confused with the non weight based spawn

whole mortar
#

Oh

#

I'm gullible then plink

quiet stream
#

paco it says elbillug in front of that mirror

whole mortar
quiet stream
whole mortar
#

I mean yeah

quiet stream
#

like if they want to

whole mortar
#

Can't guarantee an enemy works everywhere as well

quiet stream
#

yea lol

whole mortar
#

Anyway spawn outside Lockers on Court 🔥

quiet stream
#

i'm putting lights everywhere on court so if lockers spawn outside they activate over and over and over and then kiiiilll you because im evil!!!

scarlet hamlet
#

So im trying to use lethal level loader and whenever its on this happens

#

@here

wet vortex
#

Current LLL is built for v81

#

Trying to use it on v73 will cause this to happen

scarlet hamlet
#

im on v80

#

81 i mean

scarlet hamlet
wet vortex
#

Sure

scarlet hamlet
#

pretty sure everything but the LLL dependants work

acoustic sonnet
#

like 50% of these mods are busted

#

in v81

#

they need updates which will take a lil time

#

since v81 just came out a weekish ago

scarlet hamlet
#

oh

acoustic sonnet
#

019d88a1-3c1f-edcb-c7fd-3308b7406cb5 here is a version with just working mods

scarlet hamlet
#

ty 🙂

acoustic sonnet
#

but not muhc content

#

I can reccomend some mods

#

in the meantime

scarlet hamlet
#

yeah id appreciate it

acoustic sonnet
#

you can use my pack as a shopping list

#

these should be all fine in v81

scarlet hamlet
#

Ty again. Ive been pining for modded lethal

acoustic sonnet
winter zenith
#

is LLL still crashing? i have all updated and it's giving me the green smoke issue

#

im in v81 and if I unable LLL, it works

wet vortex
#

chances are u have something else bricking your profile

winter zenith
#

019d88d9-dead-6003-df8f-a0d39f1e1076

wet vortex
#

thats my best guess

acoustic sonnet
#

some issues granted

#

but its only a minor thing when loading into a moon

#

(adds an extra loading lag spike when in the landing sequence like loadstone did)

#

but still fully usable

wet vortex
#

i thought someone said terramesh was busted

acoustic sonnet
#

kinda like JLL was before its v81 patch

#

like for what lethal elements used it for its cooked lol

wet vortex
#

at this point i'm wondering if v0xx's stuff just needs to be rewritten and put on the community repo

wet vortex
#

basically everything hes made has broken over the games updates

acoustic sonnet
wet vortex
#

pretty much

acoustic sonnet
#

derelict is one my top 10 moons

#

of all time

wet vortex
#

ye

#

derelict and arcadia, terramesh, elements, the 2 sector interiors

#

i think the only thing that itself didnt break is diversitynofloppy

#

but diversity itself is broken

#

so does that count or nah

acoustic sonnet
#

well at least if you wanted to use lethal performance XD

#

since it wasnt set up properly

wet vortex
#

a shame since alpha was the best one

acoustic sonnet
#

I prefered beta

wet vortex
#

beta had a different feel to it that wasnt as good as alpha for me

acoustic sonnet
#

at least it was better than v3

wet vortex
#

like alpha was the go to for sector 0 itself but i put beta on the secondary company moons like tenebrous

wet vortex
#

Hi paco

whole mortar
#

Helo

scarlet hamlet
acoustic sonnet
#

people reported it but I havent see it on 12 hours

#

so idk bro

#

anyways I didnt say use my pack

#

I said just use it to look for mods

lone mist
#

Some moons have their DungeonGenerator and LevelGenerationRoot in reverse order in hierarchy, leading to the dungeon generating under DungeonGenerator which is way higher than LevelGenerationRoot and collides with the surface.

whole mortar
#

Not too sure why I didn't just do a name search for LevelGenerationRoot

fathom girder
#

will it be updated to version 80+ soon?

wet vortex
#

unless you mean the aforementioned moon

#

in which case, probably not for a while

acoustic sonnet
fathom girder
#

Im sorry i was unspecific

#

I meant leather level loader

#

In the description it said A Custom API to support the manual and dynamic integration of all forms of custom content in Lethal Company. (v73 Compatible)

#

I can’t get interiors to spawn like weselys interiors

zenith flax
#

Is wesley’s updated

wet vortex
#

Nope

wet vortex
#

Interiors will need DunGenReferenceFixer for now, but some of them still wont work because they have unique code that broke or they use something like DungeonGenerationPlus, which isn't updated

fathom girder
#

Alright but do you guys think that in like a month most of this will be fixed or should I go back and play version 73?

acoustic sonnet
#

After a Month will prob have a good ammount of variaty again at least

fathom girder
#

Alright thanks

#

Do you guys know any interiors that work?

river verge
#

it's nice

#

which mod in your pack lets you open locked doors without equipping the key??

acoustic sonnet
river verge
wispy nova
#

Hi, when will the mod be updated?

past reef
#

Its updated

lone mist
#

yeah it works in v81.
however, when will the mod be updated with a fix to the issue i posted?

wispy nova
#

ahh, so the problem is in another mod.

whole mortar
hoary sail
#

Is there a list of the level tags for configuration?

crisp galleon
river verge
#

“simulate (moon)” is a LLL feature right

#

doesn’t work anymore for me…

tall kindle
river verge
#

my bad

tall kindle
#

Terminal Formatter?

river verge
#

yeah sorry

#

that one

tall kindle
#

Ic

crisp galleon
#

It's a known issue that the fog override settings don't currently work, right?

whole mortar
#

Ye

#

I just forgor to uncomment a thing when I was trying out things to be able to land in v80 lol

sullen coral
#

Uh what part of the fog override settings don't work

#

Cuz the color worked fine for me

crisp galleon
#

In the ExtendedLevel you can change the size of the volume if the vanilla fog weather volume it too small for your moon

sullen coral
#

Ahhh

violet coyote
#

Hello! When adding my custom enemy to the game, it seems that the terminal node its given by LLL has the same creature ID as the cadaver bloom, and when I scan it, the bestiary entry for the cadaver bloom is what shows up! Why would that be?

#

I have the scan node ID set to -1

crisp galleon
#

It’s had fog and dust cloud size overrides for a while. At some point Paco added stuff for more weather overriding. Haven’t used that stuff yet but the fog thing I’ve used a few times. It’s very handy

#

Well, it was handy until Paco commented it out 😡

#

-# /j

whole mortar
quiet stream
#

someone w 1k hours JUST now found out about the simulate command

fast geyser
#

Because it's definitely documented and easily accessible in regular gameplay

pearl mauve
#

i mean it is easily accessible its just you gotta get told of it

#

LordDunzert one word

tall kindle
#

The average user has no need of it either

quiet stream
#

which is why it's a great feature

vagrant dune
#

Hey, I was curious

#

could it be possible to have a menu implemented in LethalConfig for easier use ?

acoustic sonnet
#

Which would kinda make it pointless

violet coyote
#

How do I use itemGroups for a custom item? When I add any to an item's spawnPositionTypes, they seem to fail that one linq check in SpawnScrapInLevel

#

I'm just using GeneralItemClass from base game

#

Having none works obviously

violet coyote
#

Ohh... I just don't want any of these silly items to spawn in cupboards... I could just move them on start but I'm lazy...

tall kindle
#

@whole mortar do you replace blank ItemGroup SO's in LLL? i think not right?

whole mortar
#

At least I recall messing around with properly changing em at some point, but not sure if current version does

tall kindle
#

hmm fair

#

i know DawnLib does it atleast, i think anyway
@violet coyote you could try using DawnLib in your pack, you dont have to register the item with it

violet coyote
#

Would just including DawnLib resolve it

tall kindle
#

should yeah

violet coyote
#

I only briefly looked at the LLL decompile where it does something to random scrap spawns for dungeon tiles because I didn't know if I was doing something wrong

#

I will give it a go

pearl mauve
violet coyote
#

Very horrible coding

pearl mauve
#

well it seems to work well

#

the sliding one is very fun

#

wait how did you do the custom anim for the bowling ball..

violet coyote
#

Shenanigans

pearl mauve
#

ik u gotta patch the player animator

#

somehow...

#

i wish it was easier sad

violet coyote
#

I started making these back when v50 came out but I didn't have time to continue working on them until recently

pearl mauve
#

please release these, it would be awesome

#

(take the time to perfect them, ofc)

violet coyote
#

In due time

hexed raptor
#

Or is it just all done in like, LateUpdate

#

Also those look awesome haha

violet coyote
#

Replacing the player animator on equip and changing back to vanilla on discard

hexed raptor
#

Ic

#

Was just checking because my vehicles also replace the animator, but I've tried to do it in a way that should keep it compatible with mods that use custom animators as well

violet coyote
#

If you have a mod-friendlier way to do it I would be interested to know because I remember thinking "this isn't gonna work for anyone who wants that stupid twerking mod" back whenever

hexed raptor
#

Oh, well, you can't do anything about BetterEmotes, that just replaces the animator constantly every frame if it doesn't match

#

It bricks my vehicle animations completely

violet coyote
#

That's sick

hexed raptor
#

On my vehicles, I save a reference of the players current animator and all its states, then replace the animator with mine, upon leave, I try to apply the saved animator (if it exists, if not use the default one referenced in StartOfRound) and reapply all the saved parameters

#

For stuff like items with custom animators, this should be 'pretty bulletproof' but I guess it's a matter of time whether I get reports about it not working properly

fast geyser
#

I'm honestly shocked seemingly nobody has made an animation controller api

whole mortar
fast geyser
#

Which is all the more reason for someone to generalise it, since rn everyone patches their own method

violet coyote
#

Yea

jade sandal
#

Does anyone know why it says this when I try to put LethalLevelLoader's .dll into my project? I also have checked off Validate references
Unloading broken assembly Assets/LethalCompany/Plugins/LethalLevelLoader.dll, this assembly can cause crashes in the runtime

errant lotus
sullen coral
jade sandal
#

If I remember I’m on the correct Unity version

sullen coral
crisp galleon
#

Hey @whole mortar, so I noticed that the bridge script now has a list of enemies that it should break for. LLL does not switch these out for empty references and so I was just wondering if LLL should, perhaps, on scene load, swap them if they're there.

tall kindle
#

List of giant types
The giant toggle on enemytype: am I a joke to you?

#

Never change zeekerss

crisp galleon
#

Not really an LLL thing but since I'm thinking about it, Old Birds now within their scriptable object have a bool for requiring a nest. This makes it impossible to spawn them via Imperium and JLL, I assume itolib too. I was wondering if in itolib you override this, or if not, if you could? I had something through JLL for spawning them under a certain condition in a certain position but it's now broken. Mentioned it in the JLL thread as well but haven't heard back

whole mortar
#

But ye I can look into it

#

I now be replacing SelectableLevel.specialEnemy, LungProp.radMechEnemyType, and HauntedMaskItem.mimicType plink

crisp galleon
crisp galleon
whole mortar
#

Ye

whole mortar
crisp galleon
#

Surely. I know 3 of mine have a bridge (though one's the testing one).

#

I feel like I've seen others but can't remember

#

I think JLL has a bridge script too. Maybe people opted for it? It might also be broken in this case though

whole mortar
#

I have a similar thing but it ain't really for enemies

#

PlayerWeightEvent, used it for icy lake on Bozoros plink

#

Could have a thing to detect certain enemies and collapse immediately though

#

It can be done with EnemySensor however

crisp galleon
#

ah, I see

#

lol, yeah Xu was right. Why not just read from the enemy and check this to see if the bridge needs to break? Oh Zeekerss

crisp galleon
#

Oh, if you are looking for more things to swap, iirc LLL swaps SpawnSyncedObject stuff but only in interiors, not moons. I'm not sure how hard it would be to do, but I feel like it wouldn't be too hard to have it check once a scene loads for that scripts and swap prefabs if they match vanilla ones just like it does for the interior.
Not sure of a whole lot of use cases, but I guess if you wanted to have turrets outside or something you could do it this way instead of hand place them in or use the ripped one in the script (thus including all its assets). Actually, a case I would use it for is doors. I use the script to spawn the vanilla facility doors somewhere.

whole mortar
#

It ain't too bad to do, could be done mayhaps

azure ether
#

Asked in modding general but might as well try here

Question,

For a modded enemy based on lethal lib that has a global spawn weight for modded moons

Can I use level loader to specify to not spawn on a specific moon with its name in the respective spawn config? (Inside, outside, daytime)

With global saying 15

And a moon like vow says 0

flint nexus
#

Is there a way to remove entrees in config using thunderstore. For example, a moon that we don't play anymore, can I get it out of the config without resetting everything?

crisp galleon
flint nexus
#

Thank you

unique pike
#

hey hi, was curious if there was a way to add custom ambient music tracks to a custom moon through LLL? as in some kind of selection for the different times of day, and inputting my own tracks through that?

slate laurel
#

is simulate command currently not working?

sullen coral
faint wasp
#

or well

#

the daytime-nighttime is replaceable

#

You can use levelmusiclib to replace the audio for ambient themes

#

pretty sure it still works

acoustic sonnet
faint wasp
steady ingot
sullen coral
#

ah yes I love BepInProcess Lethal Company.exe

steady ingot
#

(UnityEngine.Object)(object)GameNetworkManager.Instance.localPlayerController ;-;

#

I think it might be an object chat

sullen coral
#

just a theory

#

a (UnityEngine.Object)(object) theory!

radiant scaffold
acoustic sonnet
#

especially with the advent of ai generated mods

brisk schooner
#

I highly recommend you simply do not use any mods with the AI Generated tag

#

Literally no matter what the people who make them tell you they didn't test them and just asked Copilot if it would work and then full-pressed send without giving a shit

#

I just delisted a mod that claimed to enable Raytracing but only if you edit a file in the addressables folder and lethal doesn't even fucking have addressables and that's nonsense if even it did

slim wind
#

lmao squared

quiet stream
#

truest thing robyn's ever said

brisk schooner
#

AI generated tag is pronounced "Garbage"

radiant scaffold
#

Ew that mod was AI generated? Disgusted_Ory

acoustic sonnet
#

bc I wanna know for parsing mods that dont tag themselves as ai

brisk schooner
#

On a plugin in lethal company, only a single extreme edge case

acoustic sonnet
#

to see if they use ai XD

brisk schooner
#

If you want to react the end of the chainloader and ensure every mod has had a chance to run their awake you can listen for your own plugin's death. The order isn't deterministic but all of the deaths happen after the chainloader and bootstrapper finish and before the main menu. Its a timing that might be useful but generally is not

acoustic sonnet
#

from what it sounds like

brisk schooner
#

Its so edge case that I can't think of a reason to do it, just that its possible

#

Like if you must ensure you run after other mods then add them as soft dependencies in BIE and it will work regardless of if they are installed or not. Don't rely on the bootstrapper killing all plugins

unique geode
crisp galleon
#

I just passed Paco Road! Holy shit I found him!

faint wasp
#

me seeing paco road (i hope it isnt too small)

lean vigil
#

Is there a way to get the ExtendedLevel from a SelectableLevel easily?

whole mortar
hexed raptor
#

more of a wish-list item for ExtendedBuyableVehicle, it would be really nice, as a creator, to be able to specify a "minimum price" and a "maximum price" and have a switch to flick to allow users to change the price of a vehicle by LLL's config (within the bounds set by the creator). On the creators end, all of this could be set through say, the ExtendedBuyableVehicle's ScriptableObject. Cheers =)

whole mortar
lone mist
#

@whole mortar Any clue when dungeon being parented to the wrong object will be fixed? The issue i reported last month #1193461151636398080 message

#

I'll go ahead and upload a patch mod if theres no planned update for that soon

faint wasp
#

paco's currently waiting on fixing a couple things and the weather is looking bad for release lol

#

too much storms 😭

lone mist
#

ouh unfortunate. better stormy than forsaken tho 🙏

whole mortar
#

Still finishin a couple things greed

lone mist
#

Yeah I saw 👍 any idea when it'll be out?

whole mortar
#

Soon™ plink

rough edge
#

for code source of latest LLL version I should look to pacoito123 repo instead?

whole mortar
#

Ye

whole mortar
#

I do have a lotta things changed since then though

whole mortar
#

Fixes a very niche thing when attempting to transpile a method using Harmony when the method has already been transpiled by MonoMod and a label has been defined for it, while Harmony backend is dynamicmethod

#

This error here (happening due to both DawnLib and LLL (soon™) transpiling Earth Leviathan for some stuff):

[Info   :  HarmonyX] Running ILHook manipulator on void SandWormAI::StartEmergeAnimation()
[Info   :  HarmonyX] Transpiling void SandWormAI::StartEmergeAnimation()
[Error  :  HarmonyX] Failed to patch void SandWormAI::StartEmergeAnimation(): System.InvalidCastException: Specified cast is not valid.
  at HarmonyLib.Internal.Patching.ILManipulator+<>c__DisplayClass14_0.<ReadBody>g__ReadInstruction|0 (Mono.Cecil.Cil.Instruction ins) [0x000b4] in <474744d65d8e460fa08cd5fd82b5d65f>:0 
  at System.Linq.Enumerable+SelectIListIterator`2[TSource,TResult].MoveNext () [0x00048] in <ea489521390f48908a7ce45cb17a6848>:0 
  at System.Collections.Generic.List`1[T].AddEnumerable (System.Collections.Generic.IEnumerable`1[T] enumerable) [0x00059] in <1071a2cb0cb3433aae80a793c277a048>:0 
  at System.Collections.Generic.List`1[T].InsertRange (System.Int32 index, System.Collections.Generic.IEnumerable`1[T] collection) [0x000f4] in <1071a2cb0cb3433aae80a793c277a048>:0 
  at System.Collections.Generic.List`1[T].AddRange (System.Collections.Generic.IEnumerable`1[T] collection) [0x00000] in <1071a2cb0cb3433aae80a793c277a048>:0 
  at HarmonyLib.Internal.Patching.ILManipulator.ReadBody (Mono.Cecil.Cil.MethodBody body) [0x00051] in <474744d65d8e460fa08cd5fd82b5d65f>:0 
  at HarmonyLib.Internal.Patching.ILManipulator..ctor (Mono.Cecil.Cil.MethodBody body, System.Boolean debug) [0x00032] in <474744d65d8e460fa08cd5fd82b5d65f>:0 
  at HarmonyLib.Public.Patching.HarmonyManipulator.WriteTranspilers () [0x00031] in <474744d65d8e460fa08cd5fd82b5d65f>:0 
  at HarmonyLib.Public.Patching.HarmonyManipulator.WriteImpl () [0x0002b] in <474744d65d8e460fa08cd5fd82b5d65f>:0 
rough edge
#

huh, I guess I can add this to the fix

whole mortar
#

Update jumpscare beevil

whole mortar
whole mortar
#

Oh wait I completely forgor also, I added Moon Day Speed Multiplier Patcher natively to LLL @plush wing

#

Doesn't blow up if Moon Day Speed Multiplier Patcher is present as well

crisp galleon
#

Iirc DawnLib patches it too, right? So in theory all moons are now covered regardless of how they were registered? That's nice. Whenever I next update my moons I can remove the dependency if I don't forget

whole mortar
#

It disables its patch if Moon Day Speed Multiplier Patcher is installed, but it just does the same thing that I account for so it work as well

whole mortar
#

I can also clarify what some of the new things do/how they work, if anyone's wondering

errant lotus
#

So...
It seems that the update broke a good amount of mods :,]

dark nova
# whole mortar Update be fairly large, do let me know if anything breaks <:plink:13083322273182...

Can't load into a lobby with the only change being LLL 1.6.9 -> 1.7.0
Neither loading a previous save nor starting a new save. 019e4cc4-57d2-9dd0-39af-3b0d1aa6186a

I'm debugging. I'm not sure what is it just yet.

After trying a whole bunch of stuff (Dawnlib had an error (red herring), Natural Selection, Mirage, AdditionalNetworking (also all red herrings), I disabled LethalLib and all dependencies.

I reenabled everything else and disabled LethalLib and all its dependencies, and still can't get in. So it's not just one thing.

Oh... And Moroxide confirmed that as I was working.

whole mortar
#

Hmmm

#

Wait does Black Mesa still use a .lethalbundle file?

#

Lol

dark nova
#

Well... I think I'll avoid this for a bit. We were going to play some tonight, so I'm reverting and redisabling Wesley's Interiors. I'll be around later...

dark nova
whole mortar
#

There isn't a .lethalbundle file in there, weird

#

It's trying to register Black Mesa for some reason, but can't find ExtendedDungeonFlow for it is no longer registered by LLL

dark nova
#

I got rid of that in testing on its own and nothing changed, but I may have a busted cache of it.

whole mortar
#

Maaaaybe? plink

#

I can test in a sec though

dark nova
#

I dunno how BepInEx Faster Load AssetBundles Patcher purges its cache?

whole mortar
#

Wouldn't be that

dark nova
#

Thought so, that's .assetbundle

whole mortar
#

Ye but also it only gets swapped when loading it, so it wouldn't change the file name of the uncompressed one (which is what's checked)

whole mortar
#

Or are there still errors

dark nova
whole mortar
#

Launch lobby I mean

#

Start lobby I meant

dark nova
#

It lets me try to load and gives the black screen, fog and "grab" prompt.

whole mortar
#

Yeah I know

dark nova
#

Okay.

#

Lemme try and get it to launch again, and I'll send the code.

errant lotus
whole mortar
#

This be the other thing, something with LethalLib

#

Hmmm

errant lotus
#

This always appear on a new lobby on my side.
After that, other mods starts to break

whole mortar
#

Yeah it ain't good

dark nova
#

Okay. DawnLib+dependents and LethalLib+dependents disabled and then I can get in. That's a start.

whole mortar
#

Ye I know

#

It's a null check that needs to be done on LethalLib's end, just not sure why it started being an issue in the first place

dark nova
#

But that shouldn't effect DawnLib's side. No?

errant lotus
#

currently checking with only LethalLib, Dawnlib and LLL

whole mortar
#

It's from indoorMapHazards being null

errant lotus
whole mortar
#

But that field do get set by both LLL and DawnLib, it's just being read before that

whole mortar
errant lotus
#

checking a moon of each dependency lol

whole mortar
#

Before they were ScriptableObjects they used the SelectableLevel.spawnableMapObjects list, but that ain't used anymore

errant lotus
#

hmm, checked with Tauralis and Incalescence, both work

#

older moon?

whole mortar
#

It's really weird though, I did test on a medium-to-large modpack before uploadin update, hmmmm

whole mortar
errant lotus
#

oh, I know!

#

Beanie!

#

They've been lazy, so some of their moons have not be updated

dark nova
#

"Lazy." Aren't they still in school?

errant lotus
whole mortar
#

DawnLib interior hot reloading loads up a blank DungeonFlow (that gets swapped before generating), so it's failing my validation check at the start, for itis empty

#

I thought I was accounting for it though, but ye it ain't bad to fix

errant lotus
#

reign still works somehow

whole mortar
#

Black Mesa specifically

dark nova
errant lotus
#

testing with an old Interior then (And CodeRebirth)

#

something

whole mortar
#

Weird

#

Not sure why that'd be missing lol

whole mortar
errant lotus
whole mortar
#

Do you have DunGenReferenceFixer?

errant lotus
#

yes on the big modpack

whole mortar
#

Then yeah that's why Liminal House was gullible

#

I still be lookin into the LethalLib thing though

errant lotus
#

on the big pack

whole mortar
#

Ye I know

errant lotus
#

I'm still checking how can I reproduce it with the lowest mods possible :,]

dark nova
#

I'd say just install Black Mesa, update the automatically installed dependencies and that reproduces one problem, but that's a big minimal example. I'll be back later.

whole mortar
#

Ye I already fixed that

#

It's the LethalLib thing I still be looking into

errant lotus
#

019e4d26-339e-d11d-b332-1bdbae7cc753

dark nova
#

Okay. Missed you saying the fix was ready. Good luck with LL.

errant lotus
#

A modification from

#

Brutal Company

whole mortar
errant lotus
#

I've not been able to find the exact culpript :,]

whole mortar
#

I mean I do know how to fix it I'm just wondering why it suddenly started bein an issue

errant lotus
#

I'd ask Xu

#

they maintain the mod afaik

whole mortar
#

She sleeping greed

errant lotus
#

pain

whole mortar
#

Hmmm

errant lotus
#

oooh

errant lotus
whole mortar
#

It ain't LGU's fault though

errant lotus
#

by any chance do u know what's this appearing now on Experimentation?

whole mortar
#

Whar

#

Weird

errant lotus
#

It's Tower from Generic Interiors

wet vortex
#

yeah

#

they look like the elevator buttons

whole mortar
#

@errant lotus @dark nova Pushed hotfixes plink

errant lotus
#

Yay

tall kindle
whole mortar
#

Not really, just wacky LL thing

tall kindle
#

Okie

#

Congrats on the update

whole mortar
#

But it fixed on LLL's end

whole mortar
tall kindle
whole mortar
sharp pendant
whole mortar
whole mortar
sharp pendant
#

[Error : Unity Log] NullReferenceException
Stack trace:
UnityEngine.Object.get_name () (at <c39a522eee05469b8171a6cfeb646c59>:IL_0001)
RoundManager.SpawnMapObjects () (at <aca1e98d6f844d3f85cd22b6f7be2f9b>:IL_0188)
DMD<>?1835081550.TrampolineRoundManager::SpawnMapObjects?1981413128 (RoundManager ) (at <549fa8f34df948b692aeb90f6695c9e2>:IL_0025)
LethalLib.Modules.MapObjects.RoundManager_SpawnMapObjects (On.RoundManager+orig_SpawnMapObjects orig, RoundManager self) (at ./Modules/MapObjects.cs:39)
DMD<>?396785532.HookRoundManager::SpawnMapObjects?815134212 (RoundManager ) (at <581bb29a0e474ed79dc928bfc9afc411>:IL_000F)
DMD<>?1417415780.TrampolineRoundManager::SpawnMapObjects?-207458674 (RoundManager ) (at <7ed590e834f54dfd9f00e72e1a62350e>:IL_0025)
Dawn.MapObjectRegistrationHandler.UpdateMapObjectSpawnWeights (On.RoundManager+orig_SpawnMapObjects orig, RoundManager self) (at ./src/API/MapObjects/.MapObjectRegistrationHandler.cs:277)
DMD<>?-1183979258.HookRoundManager::SpawnMapObjects?565069788 (RoundManager ) (at <2e0b5029871049b7a825a7361b5c441f>:IL_000F)
RoundManager.GeneratedFloorPostProcessing () (at <aca1e98d6f844d3f85cd22b6f7be2f9b>:IL_001D)
RoundManager+<LoadNewLevelWait>d__167.MoveNext () (at <aca1e98d6f844d3f85cd22b6f7be2f9b>:IL_05C5)
UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) (at <c39a522eee05469b8171a6cfeb646c59>:IL_0026)

#

Vanilla dungeon

tall kindle
#

Can you reproduce with bepinex monomod debug patcher installed

whole mortar
#

Do you have a pack code also

sharp pendant
#

Also you won't have the moons

#

My moons won't load but in 1.6.9 they did

#

Do I have to update my unity LLL to not have that error?

whole mortar
#

Shouldn't need to rebuild bundles for it to work, but you should update the dll if you want the new stuff

whole mortar
#

spawnableMapObjects should be left empty (it is no longer used)

#

indoorMapHazards should contain Blank References for the vanilla ones

#

(One named Landmines without a prefabToSpawn, for instance)

sharp pendant
whole mortar
#

For older moons I do swap them over to the indoorMapHazards list

whole mortar
#

The IndoorMapHazard field itself is the Blank Reference, should just leave that field empty

sharp pendant
#

Thanks for the help

whole mortar
#

Like if the GameObject in prefabToSpawn has no NetworkObject, ignore it and replace the IndoorMapHazardType with the actual one

#

I have it like that for spawnableMapObjects but not indoorMapHazards plink

dark nova
#

I'll do more in depth testing later but it looks like things are working on my side. Thanks!

elder ether
#

not switch for now

whole mortar
#

Ye

elder ether
#

rad

whole mortar
#

But it'll complain about it in console beevil

elder ether
#

not rad

#

eh ill fix it some day

whole mortar
#

It just a warning that says "Converted 'x' SpawnableMapObjects to IndoorMapHazards" or somethin

elder ether
#

i did the painful thing of giving myself a deadline on a project so i've been away from me moons for a bit

whole mortar
#

Oh lol

whole mortar
void iron
#

does the new LLL update fix wesley's toy store and sewer interior?

#

do we not need dun ref fixer anymore?

tall kindle
#

you still need dungenreffixer

whole mortar
void iron
#

amazing, thanks

honest falcon
#

[17:59:24.4063752] [Error : HarmonyX] Error while running static void LethalModDataLib.Patches.InitializeGamePatches::StartPostfix(). Error: System.NullReferenceException: Object reference not set to an instance of an object at LethalModDataLib.Features.ModDataAttributeCollector.RegisterModDataAttributes () [0x00020] in <2e27e651b8b1406f89ea9ae6d53c5d1e>:IL_0020 at LethalModDataLib.Features.ModDataHandler.Initialise () [0x00015] in <2e27e651b8b1406f89ea9ae6d53c5d1e>:IL_0015 at LethalModDataLib.LethalModDataLib.OnGameInitialized () [0x00000] in <2e27e651b8b1406f89ea9ae6d53c5d1e>:IL_0000 at LethalModDataLib.Events.MiscEvents.OnPostInitializeGame () [0x00009] in <2e27e651b8b1406f89ea9ae6d53c5d1e>:IL_0009 at LethalModDataLib.Patches.InitializeGamePatches.StartPostfix () [0x00000] in <2e27e651b8b1406f89ea9ae6d53c5d1e>:IL_0000 at (wrapper dynamic-method) InitializeGame.DMD<InitializeGame::Start>(InitializeGame)

#

been getting this since the new update

#

does not seem to break anything though

quiet stream
tall kindle
#

DawnLib has had that for a long time 🥀

whole mortar
#

(Usin the same one for two methods greed)

tall kindle
#

Lol

quiet stream
#

I also don't use dawnlib and you know this!

#

so let me cheer and be happy lmao

tall kindle
#

🥀

crisp galleon
#

Xu, the despiser of joy

tall kindle
#

My rose

#

Wilted

#

My smile

#

Faded

open wind
#

The latest LLL update (1.7.1/1.7.0) seems to have broken interior probabilities

#

Vanilla interiors are no longer weighted correctly

#

Using a minimal profile with just LLL (cleared the config file) and imperium (019e52b0-4f5d-8524-8d8e-d6226a77ae88), going to artifice, the log has

Info For ExtendedLevel: ArtificeExtendedLevel | Planet Name: Artifice | Content Tags: Vanilla, Paid, Marsh, Military | Route Price: 1500 | Current Weather: None
Unviable ExtendedDungeonFlows: Facility, Facility, Facility
Viable ExtendedDungeonFlows: Mineshaft (4), Haunted Mansion (1)
#

The config file says that the default weight of the Level1Flow interior is 0 on all moons, which isn't right

#

going back to 1.6.9 has it working properly, where the default probabilities are correct:

Info For ExtendedLevel: ArtificeExtendedLevel | Planet Name: Artifice | Content Tags: Paid, Marsh, Military, Vanilla | Route Price: 1500 | Current Weather: None
Unviable ExtendedDungeonFlows: Facility, Facility
Viable ExtendedDungeonFlows: Mineshaft (213), Haunted Mansion (151), Facility (64)
whole mortar
#

Oh wha, huh

#

a

#

I see the goof plink

whole mortar
#

It simple to fix though, just did not notice lol

open wind
#

sweet, will try it tomorrow

quiet stream
outer musk
#

Latest LLL update seems to break apparatus generation on modded interiors (checked on Wesley's rubber rooms, Fractured Complex and also on LiminalPools by the Menagerie) - the apparatus spawns somewhere outside, usually right outside the ship instead of apparatus room

whole mortar
#

I did just push a fix for a separate thing

#

I shall look into that though, weird

#

Right outside the ship would mean it defaulted to 0,0,0 for some reason

whole mortar
#

Do you have any logs or a modpack code?

#

Oh I dunno why I thought you mentioned Toy Store, lemme check Rubber Rooms

#

Ye it spawned fine

outer musk
# whole mortar Ye it spawned fine

I just reverted the LLL version and the bug still remains, so LLL is not the culprit after all, sorry for that!

This bug with apparatus suddenly appeared after I updated 8 mods (you can see them on the screenshot; The screenshot is from my older code I've just inserted and tested everything - the bug disappeared; but if I revert ONLY LLL, the bug remains, so LLL is def not a culprit here)
I honestly thought that only LLL can make such a bug happen because of how it is closely connected to an interior generation (and others seem to be not so related to apparatices or interiors at all.)

I guess I ll try reverting UsualScrap next, it is an item mod after all, maybe its related idk

whole mortar
#

Not really sure what InsanityMod actually does but do keep in mind it's AI generated plink

#

But also maybe MaterialAssetRestorerCore? Not sure what got changed in the update

whole mortar
#

MaterialAssetRestorerCore is needed for WaterAssetRestorer, but imo should use WaterAssetRestorer v1.0.2 (before it added it as a dependency)

#

At least while things are still being improved with it

outer musk
#

Thank you kindly for all your advices, I ll try poking things around!

whole mortar
#

Ye good luck plink

outer musk
# whole mortar Ye good luck <:plink:1308332227318255696>

Weirdly enough, it was the latest DawnLib update that caused the bug

I tried reverting everything besides FashionableCompany and SpiderPositionFix
DawnLib v0.9.22 seems to cause the bug (dont you have the same dawnlib version by the way?)
with v.0.9.21 everything works just fine

whole mortar
#

I did have it at v0.9.22 yeah, weird

honest falcon
#

is this something to worry about only on client btw

whole mortar
#

Oh whar

whole mortar
#

Or when does it happen exactly

honest falcon
#

no it just gets logs every now and then on clients only

#

i will ask one of them to give me their log after the session

whole mortar
#

Weird

#

I can add a null check there regardless, but not sure why it's missing plink

honest falcon
#

did you change anything about company moons

#

landing on shutter sometimes* crashes the game now since the new LLL update

whole mortar
#

o

#

Weird

#

I'll check that out too, mighta goofed something ye

honest falcon
#

only crashes host

loud pond
#

any idea why i cant place this level matching properties into an extended item?
it says its not a level matching properties but it is which makes me confused

#

@whole mortar

whole mortar
#

Huh

whole mortar
#

There ain't a script I guess?

loud pond
#

🤔