#Lethal Level Loader [Custom Content Loading API]
1 messages · Page 32 of 1

alrighty, that is cool
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(?)
💀
I was thinking of just making it with ASCII art lol
I feel like you’d really want the like angled pie chart like excel has for it to really hit
Dependency-less python library to print Pie charts in the terminal. - va-h/term-piechart
alright, i think i know the style you want
but this is in python 🤮
Mmm yeah I have no idea how you'd make that in text lol
P*thon
make it in 3d then use acerola’s ascii shader to turn it into text 😇
the most expensive pie
oh actually
fuck im dumb
is that built-in?
just make a 100 sided cylinder in blender and seperate into 100 submeshes
1 slice per rounded percent int
screw accuracy
100 materials 💀
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
redirect user to a website that displays the chart
Display website in terminal
Create windows 95 in the terminal
Oh I forgot about this thing
Ye i forgot about it too and ive used it before
Yeah unity has better solutions usually baked in
MPB’s are not good?
Material variants are generally better for bread and butter uses

Pinheadxara was real and got turned into melanie
the WHAT
i don't want to know anymore


Damn now I gotta make mine work (I have no idea if they already do ngl)
route nthreevada
💀 nah surely not
Ye probably not lmao
https://github.com/TeamXiaolan/DawnLib/blob/main/DawnLib/src/Utils/Extensions/StringExtensions.cs#L30 yeah I think I just cut out the number
LMAO
This also strips Greek letters and the like (Sector Alpha (α) and Sector Beta (β) are the only ones I know that have one lol) 
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 
Hmmmm now that I think about it, might not be ideal for moons 
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
peak
Wait how does that match lmao
if the number-in-letter thing is problematic i can always just drop the "you need to type "nvdada"" into the changelogs
this is hilarious
nada
1.6.6 seem to be doing evil things
NOOOO 💀
...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.
Had a similar issue with 1.6.6 as well, i get the stink cloud when trying to open a lobby
yes i got stink bug one too, stinky
Do you have a profile code? I dunno why it's complainin 
I don't get that error with this profile, weird
just to make sure, did you update LLL? i downgraded it to 1.6.5
Also this might be somethin with how progression mode hides it, I gotta check what it's doin exactly 
Or how it unhides, rather
Unlocks should show up now 
Evil activity has ceased
paco 

rumbling has silenced...!
That’s Loading Info doing that
its an incompatibility with the new update?
so it just a coincidence
Probably yeah, I stopped using Loading Info due to the incompatibility with LethalHud and NiceChat
yeahss
i threw rocks at paco till it worked
im very happy
Ye
They don't have to be in different bundles and can share assets 
Given that it loads all scene bundles when you route to it, it's better if it do that
Also I think I did have this happen when testing somethin with a local client, didn't look too much into it though 
But yeah fixes on landing at least
What incompat? :o
If you have it with LethalHud and NiceChat the chat stops working for a while for the host after landing the ship
It was working fine with lethalhud last time I checked?
oh wait I'm dumb
nvm dont mind me
Mods, mind this man
this still happens without LoadingInfo
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
It's fixed in latest LLL 
The fix in question was just adding a single . that I missed
Also added this as a secret feature 
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
(Using https://thunderstore.io/c/lethal-company/p/TheWildSkelaah/02PhobosDeimos as example there, for it has weird name)
## Enable This To Utilise Any Of The Configuration Options For '{name that matches}'
to configure that moon you gotta type Phobos / Deimos?
It also has Phobos and Deimos as tags
💀
But ye for the moon itself it's that name
No it does not not for a while
the Phobos tag got removed to fix routing there
so paco's just LYING out here
More like I think he forgot Skelaah had to remove it lol
thats good ❤️ so if there is more than 1 tag, it will always be "A / B / C" etc? so i can split by "/" to get each tag? (i assume thats the format for it every time, and otherwise there is no "/", ie, a tag cannot contain "/"?)
thanks for doing that :3
ok, noticed an issue with this... technically.. but maybe you can explain why.
[Custom Level: 7 Old Dine]
## Enable This To Utilise Any Of The Configuration Options For 'Old Dine'
my config for an interior.. this also works.. does the check remove all spaces? ;o so with or without space = fine?
Dungeon Injection Settings - Manual Level Names List = OldDine:300
Oh no the / is just specifically that moon 
It doesn't actually list tags
Oh and yeah either works for matching it
Also gets rid of special characters, so like both Asteroid-13 and Asteroid13 do work
x.x, so anything other than a letter, or number, is removed, except in that one moons case, where a "/" is added in? lovely.. enjoy exceptions. hopefully that will be the last xD
Nono as in, it'll show Asteroid-13 in the thing, but Asteroid13 would also work for matching
oh, i see, so other than the weird moon thats an exception, what is shown in that line, will work, its just that one moon... xD
Oh no I'm fairly sure PhobosDeimos as well as Phoobs / Deimos would both work 
ah.. and the confusion continues... xD, then ill just assume all non letters/numbers can be removed xD
How does overriding prefabs work for things like quicksand or flooded weather?
Where does the scrap rarity come from for ExtendedItem?
It should reference either a LevelMatchingProperties or a DungeonMatchingProperties. These are where you give your scrap weights (higher = more likely, basically)
If I understand your question, that is.
I assume for the quicksand it just replaces the quicksand that gets spawned during rainy with whatever prefab you tell it and flooded probably changes the water plane to be whatever prefab is specified. I assume the quicksand would still need the script, but idk about flooded. Like, idk where the up/down water movement is controlled tbh
the flood object itself controls it
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.
No it do just replace the plane
For it is no plane 
Or specifically the object that has the QuicksandTrigger
Which does not have the FloodWeather instance itself iirc
Can copy the vanilla one from SampleSceneRelay and make a prefab for it 
Wtf is that
Flooded water "plane" 
holy triangles
Pac-Man ghost
i assume this plane is animated with shader?
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
nah it needs to have those triangles for it to be animated properly
yeah if u have low triangles its very flatnit
30k isnt too bad to be fair it was just awkward to look at first
Are you sure? I swear I could just increase the height of the plane and that would make the waves more pronounced
https://www.youtube.com/watch?v=vw0Duwb0wGs
same thing really
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
HEY WAIT A MINUTE

@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.
Oh LLL has it for the moons page specifically
Since it no longer shrinks the moon page
ok. does it maybe assume each moon has a set number of lines instead of getting the actual text?
It scrolls ~15 moons at a time
You could patch it out though, it be in here: https://github.com/pacoito123/LC_LethalLevelLoader/blob/LethalLevelLoaderUpdated/LethalLevelLoader/General/Patches.cs#L527
It's just a Prefix instead of the Transpiler thing
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
Oh wha
15 lines rather, line breaks shouldn't affect it

But yeah you can target it with Harmony.Unpatch() if it causin issues
I think*
oh, right i see. hmm
Oh actually nevermind yeah it'd affect it
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
So ye you can unpatch it
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
Tried disabling
TerminalFormatter
LethalAutocomplete
TerminalConflictFix
Does it if I type vow of offense
can you send your modpack code
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
Configs do get synced with a modpack code :)
That is great news! What about manual edits to json files?
Also anyone know what mod is causing it?
Can I load custom maps that don't add new moons without lethal level loader?
What do you mean
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
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
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
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
v80 
I did not change this, update unplayable 😔
I actually probably shoulda clarified that this version won't work on v73 lol
Thunderstores fault
Thunderstore CLI's fault, I forgor to update on the .toml but did on the actual one 💀
(I just commented out a debug log) 
couldnt u always test with dungenplus though
With the debug thing yeah
Though there's some stuff you can't really test without rebuilding
Particularly Tile changes (outside generation)
Also the AudioReverbTrigger/ReverbPreset thing if you wanna have like extra echoey caves or somethin 
We can do reverb triggers inside now? Yippee!
WHAT.
DEEPCORE WILL NEVER BE THE SAME
Meow.
🐱 Meow!

dungen update moves it to a dedicated dll
So it's something I need to do?
(three actually but most is in one)
yeah, dunno who's responsible for a package or smth
its just no longer in Assembly.CSharp
OOf.
(which is an improvement, just awkward up front for modders)
Yeah, found the file..
And it now builds, oki.
Just wasn't sure if it was something I needed to do or not.
from what I see, bc of the dungen changes, v80 is like v73 but instead of for networked mods its for interiors?
Yeah but it might be fixable
like a injection to fix it?
like cruiser fix was
im just using an example id understand haha
both pool rooms, cozy, xen, sect beta
rip
looks like these pools need a hero...
Ah crap I hadn’t thought of these 😭
I knew it was looking like interiors would need to be recompiled but I hadn’t actually thought of what that would really mean
pool, liminal and xen prob are fine since devs are active on discord at least
cozy may be fine since rosie said they were preping to get back into the groove
sector tho, voxx is long gone
is this 1.6.9 version fine for v73 ?
It is not 
Are there any plans to expose the diversity system added in v80 through LLL via a config for every moon 👉 👈 🥺
Opposite of good eats. I gotta update my whole mod

you had to update it for my functions anyway smh
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
Downgrade LLL to before v80 compat
Thank you that worked ❤️
it would be quite nice, not gonna lie
I suppose it's a thing in the editor already?
I haven't read any changelogs cuz im in class atm
Have not looked into how the system works exactly but ye could be something neat
Its like power level but for all enemies for inside outside and daytime
in practice it limits the amount of different enemy types that spawn, right?
Yeah
super useful...
Fuck it, *spawns outside Lockers* 
Im putting ||cadavers|| on Veld 
oh dont worry i am too
I feel like ||feiopars|| would fit in a super cool way
and adds to the like, tropical theme
veld isnt tropical
do u mean thallasic?
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
veld logo yeah
its the headquarters for the company
and veld was named veld after the company
its confusing
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
the dll must've crashed midway loading the scripts
check your console
you probably missing a dependency in the editor
you were right. I deleted it and readded it and it seems to all be there. idk what happened the first time lol
thanks!
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?
do you have DunGenReferenceFixer
oh v73
make sure you're not using versions of your mods that are made for v80
this one in particular
doublechecked, im quite sure now there are no v80/v81 mods
Ill try regenerating all my configs
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)
what is the difference between using spawnable map objects and indoor map hazards?
indoor map hazards are stuff like turrets mines and spiketraps, spawnable map objects are the randomly spawning outside objects like trees rocks and pumpkins
that is under spawnable outside objects
indoor map hazards is a new thing it was not there before v81
oh, thats a new array in v80 im not familiar with
yeah i dont know if that is where the traps go now or if it is the same as spawnable map objects (but then why does the new option exist?)
He switched but for some reason left the old system in tact. Or, at least he left the input part of the old indoor hazard system in place lol. Idk if the prefab list still actually works. Check the vanilla moons. They now have ScriptableObjects for landmines, spikes, and turrets
you are right it is just the same thing twice
i think the old system should still work right?
No
Switch to using indoormaphazardtype
ok 👍
does this also mean that old moons that have not been updated yet wont spawn hazards in v81
Iirc LLL swaps that list at runtime
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)
o
I think I forgor to reenable weather overrides when I was testing disabling some stuff to be able to land 
Specifically ship animation overrides need somethin changed but I have not gotten around to fixing em

do you perhaps know what the diversity values mean?
i think LLL defaults them to 100
It's somethin new I forget what it do exactly, but don't put a blank reference in there just yet (LLL won't replace it)
Or uhhhh
I forget if diversity values are the enemy thing
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
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
You're thinking of special enemy
Diversity is a power given to all enemies, and each moon has a daytime, outside and indoor diversity cap
Oh. At least I’m thinking of something
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
daytime spawns do not use the diversity system
Do they not?
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
and for clarity's sake, in this example, you can still get more giants/pumas if power level has enough room for them to spawn
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
Yep
if giants and pumas can't spawn, outside spawns just cease for the rest of the day
this is the "special enemy" system and while the gist is mostly correct i will just clarify a couple of things:
- 0.5 means it has a 50% chance to spawn per enemy, not per cycle
- zeekerss' math for calculating the weight is a little bit inaccurate so it's more "approximately 50%" than 50%
- 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
Oh ok. So much info 😵💫
Hope it works
our savior is here
.... again (russian ai edition )
I think the answer to that question is here
Avoid at all costs
Oof
tell your brethren to hop off the store before we slime em out @steady ingot
Lemme ask gipiti if its good
ok, I know it wont work, but would be funny af that it works
Gemini, do all the work for me so I can feel good about myself, make no mistakes
Gemini port lethalcompany to unreal engine 5
Wait this permanently alters the files in your plugin directory
It should really be a patcher that adds things in memory instead
peak grok coding
Prolly best to remove it if it's invasive like that
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
Gemini, make Gemini 2. (Tech CEOs hate this simple trick)
gemini, split every atom in my body
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
Anyway, I deleted this one for being objectively garbage compared to Zaggy's dungen patcher that actually does it correctly
GENIUS
I'mma ask Gipiti to make me a claude 69.420
i can't believe robyn would abuse her position of power this way... what happened to supporting small creators 🥺 ?.......
-# /s
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
@jade sandal
I am curious how the new diversity system would work with mods like biodiversity -
they just have the same name
actually not that well

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
Lol
Also I could have it replace blank references for that field for modded enemies too but the problem is you can't really guarantee they're present 
- Only one enemy can be specified there
diversity is the other system, no?
aren't you getting it confused with the non weight based spawn
Would need like a separate ScriptableObject or somethin that allows multiple choices based on weights, and also allows modded enemies 
Oh
I'm gullible then 
paco it says elbillug in front of that mirror
I shall spawn outside Lockers on Court
I think for that specific mechanic it should be up to the enemy's developer to have it interact with that spawn system honestly
I mean yeah
like if they want to
Can't guarantee an enemy works everywhere as well
yea lol
Anyway spawn outside Lockers on Court 🔥
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!!!
What game version are u on
Current LLL is built for v81
Trying to use it on v73 will cause this to happen
Im on v81. Should i send you the modpack code?
Sure
019d889c-85eb-a8fc-304b-db2e989cb919
pretty sure everything but the LLL dependants work
hate to break it too you
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
oh
019d88a1-3c1f-edcb-c7fd-3308b7406cb5 here is a version with just working mods
ty 🙂
yeah id appreciate it
019d88a2-3567-a3c1-361d-6b7f174108dc
you can use my pack as a shopping list
these should be all fine in v81
Ty again. Ive been pining for modded lethal
came back at a bad time haha
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
send modpack code
chances are u have something else bricking your profile
019d88d9-dead-6003-df8f-a0d39f1e1076
customsounds, skinwalkers, universal radar and terramesh are probably broken
thats my best guess
universal radar and terramesh work 👍
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
i thought someone said terramesh was busted
parts of it are but whatever it uses still works
kinda like JLL was before its v81 patch
like for what lethal elements used it for its cooked lol
at this point i'm wondering if v0xx's stuff just needs to be rewritten and put on the community repo
at least terramesh
basically everything hes made has broken over the games updates
and has had a fork mod to fix it XD
pretty much
im happy derelict was fixed
derelict is one my top 10 moons
of all time
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
sector alpha was already busted for a while
well at least if you wanted to use lethal performance XD
since it wasnt set up properly
a shame since alpha was the best one
beta had a different feel to it that wasnt as good as alpha for me
at least it was better than v3
like alpha was the go to for sector 0 itself but i put beta on the secondary company moons like tenebrous
Hi paco
Helo
when i go into my setting with ur pack i cant leave them 🙁
never happend to me
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
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.
moon in image: https://thunderstore.io/c/lethal-company/p/Tolian/13Kast/
Yeahhhhh I should change that lol 
Not too sure why I didn't just do a name search for LevelGenerationRoot
will it be updated to version 80+ soon?
it already was
unless you mean the aforementioned moon
in which case, probably not for a while
Tolian has a lot of work on his hands lol
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
Is wesley’s updated
Nope
Wesleys dont work but LLL is updated
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
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?
Depends on the devs tbh
After a Month will prob have a good ammount of variaty again at least
woooo
it's nice
which mod in your pack lets you open locked doors without equipping the key??
general improvements
oh i must have it disabled in the configs
Hi, when will the mod be updated?
Its updated
yeah it works in v81.
however, when will the mod be updated with a fix to the issue i posted?
ahh, so the problem is in another mod.
It is fixed I just be doin other stuff 
Is there a list of the level tags for configuration?
LLL used to use https://docs.google.com/spreadsheets/d/1WO77KGJplIEC64qmBClOgfEEoFxrhMurCEqe9FKod8I/edit?gid=49662210#gid=49662210
I assume it still does
Do you have DawnLib? I override it in there by default (though dawnlib also has a simulate command now)
I fixed it… Lethal formatter was the issue 😓
my bad
Terminal Formatter?
Ic
It's a known issue that the fog override settings don't currently work, right?
Ye
I just forgor to uncomment a thing when I was trying out things to be able to land in v80 lol
It be fixed next update 
Uh what part of the fog override settings don't work
Cuz the color worked fine for me

Size
In the ExtendedLevel you can change the size of the volume if the vanilla fog weather volume it too small for your moon
Ahhh
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
ooh cool! didn't know that
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

someone w 1k hours JUST now found out about the simulate command
Because it's definitely documented and easily accessible in regular gameplay
The average user has no need of it either
Hey, I was curious
could it be possible to have a menu implemented in LethalConfig for easier use ?
I have a feeling It would not go into effect until restarting the game
Which would kinda make it pointless
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
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...
@whole mortar do you replace blank ItemGroup SO's in LLL? i think not right?
Uhhh I think so
At least I recall messing around with properly changing em at some point, but not sure if current version does
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
Would just including DawnLib resolve it
should yeah
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
this is so peak how did u do these

Very horrible coding
well it seems to work well
the sliding one is very fun
wait how did you do the custom anim for the bowling ball..
Shenanigans
I started making these back when v50 came out but I didn't have time to continue working on them until recently
daaayuum
please release these, it would be awesome
(take the time to perfect them, ofc)
In due time
Are you replacing the animator? override controller?
Or is it just all done in like, LateUpdate
Also those look awesome haha
Replacing the player animator on equip and changing back to vanilla on discard
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
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
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
That's sick
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
I'm honestly shocked seemingly nobody has made an animation controller api
Overriding player animation tends to break stuff 🥀
Which is all the more reason for someone to generalise it, since rn everyone patches their own method
Yea
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
ok, this is peak in a lot of ways
You're either on the wrong Unity version or missing an actual needed dependency
What are the needed dependencies?
If I remember I’m on the correct Unity version
Same as the Thunderstore page, afaik, and I would also have LethalLib as I have ran into issues in the past without it in the project
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.
List of giant types
The giant toggle on enemytype: am I a joke to you?
Never change zeekerss
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
Funnily enough I was looking into which Blank References LLL wasn't replacing to actually replace em, I was not sure if that specific script was being used by anyone other than Zeekerss so I have not done it just yet 
But ye I can look into it
I now be replacing SelectableLevel.specialEnemy, LungProp.radMechEnemyType, and HauntedMaskItem.mimicType 
I looked at their nest and it references their SO. Maybe LLL could swap that stuff as well if you're looking into missing swap stuff, but I imagine even that is less than ideal in my use case because simply putting a "nest" somewhere doesn't necessarily guarantee the one spawning goes where I want it when I want it
Yeah it's just the collapsing bridge thing from Vow and Adamance. I imagine with this change any moons with a bridge like this no longer break when walked on by these
Ye
I'm goldfish though I did forget there's a bunch of moons that do use that bridge script 🥀
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
I have a similar thing but it ain't really for enemies
PlayerWeightEvent, used it for icy lake on Bozoros 
Could have a thing to detect certain enemies and collapse immediately though
It can be done with EnemySensor however
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
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.
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
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?
You can open the config file with a text editor and remove just that part
Thank you
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?
is simulate command currently not working?
simulate breaks if you have DawnLib and TerminalFormatter installed simultaneously
good to know
It is something you can do, however I'm pretty sure this isn't working as of v80, so once paco updates it'll be fixed
or well
the daytime-nighttime is replaceable
You can use levelmusiclib to replace the audio for ambient themes
pretty sure it still works
https://thunderstore.io/c/lethal-company/p/Zachuttak0/No_Load_Lag_Lethal/ this look sketch as hell 🥀
[BepInProcess("Lethal Company.exe")] 
ah yes I love BepInProcess Lethal Company.exe
(UnityEngine.Object)(object)GameNetworkManager.Instance.localPlayerController ;-;
I think it might be an object chat
Maybe I'm just on edge after the recent incident but what's with all these sketchy mods popping up all the sudden.
there was always been sketch mods
especially with the advent of ai generated mods
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
lmao squared
truest thing robyn's ever said
AI generated tag is pronounced "Garbage"
Ew that mod was AI generated? 
legit question, is there any legit use for OnDestroy
bc I wanna know for parsing mods that dont tag themselves as ai
On a plugin in lethal company, only a single extreme edge case
to see if they use ai XD
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
so like 9/10 times its prob not being used properly XP
from what it sounds like
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
This is why I wish DiFFoZ would remove the tag from his older mods that are only assisted, because those mods are good and they get ruined by being given the tag
I just passed Paco Road! Holy shit I found him!
Is there a way to get the ExtendedLevel from a SelectableLevel easily?
LevelManager.TryGetExtendedLevel(SelectableLevel, ExtendedLevel&) 
Thanks!
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 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
paco's currently waiting on fixing a couple things and the weather is looking bad for release lol
too much storms 😭
ouh unfortunate. better stormy than forsaken tho 🙏
Ye it do be part of next update
Still finishin a couple things 
Yeah I saw 👍 any idea when it'll be out?
Soon™ 
for code source of latest LLL version I should look to pacoito123 repo instead?
Ye
This point specifically is the current live version: https://github.com/pacoito123/LC_LethalLevelLoader/tree/e00f719913cd0859299715835431c6a135ba7bd4
I do have a lotta things changed since then though
Oh also I dunno if you wanna add this to HarmonyXTranspilerFix mayhaps: https://github.com/pacoito123/LC_LethalLevelLoader/blob/LethalLevelLoaderUpdated/LethalLevelLoader.Patcher/Patches/CursedHarmonyPatch.cs#L15

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
huh, I guess I can add this to the fix
Update jumpscare 
It fix now 
Weather overrides and stuff be uncommented 
Oh wait I completely forgor also, I added Moon Day Speed Multiplier Patcher natively to LLL @plush wing
A patch based off of it at least, credited ya: https://github.com/pacoito123/LC_LethalLevelLoader/blob/LethalLevelLoaderUpdated/LethalLevelLoader/General/TimeOfDayPatches.cs

Doesn't blow up if Moon Day Speed Multiplier Patcher is present as well
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
Ye
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
Update be fairly large, do let me know if anything breaks 
I can also clarify what some of the new things do/how they work, if anyone's wondering
So...
It seems that the update broke a good amount of mods :,]
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.
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...
Apparently? It got updated recently too, so that seems to be a choice. Or they don't know.
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
I got rid of that in testing on its own and nothing changed, but I may have a busted cache of it.
I dunno how BepInEx Faster Load AssetBundles Patcher purges its cache?
Wouldn't be that
Thought so, that's .assetbundle
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)
But yeah does it launch without Black Mesa?
Or are there still errors
Always launches, always lets me select a save, never lets me out of the black fog.
It lets me try to load and gives the black screen, fog and "grab" prompt.
Yeah I know
This always appear on a new lobby on my side.
After that, other mods starts to break
Yeah it ain't good
Okay. DawnLib+dependents and LethalLib+dependents disabled and then I can get in. That's a start.
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
But that shouldn't effect DawnLib's side. No?
currently checking with only LethalLib, Dawnlib and LLL
Throw an old moon in there
It's from indoorMapHazards being null
from lll or from dawn?
But that field do get set by both LLL and DawnLib, it's just being read before that
SelectableLevel.indoorMapHazards
checking a moon of each dependency lol
Before they were ScriptableObjects they used the SelectableLevel.spawnableMapObjects list, but that ain't used anymore
It's really weird though, I did test on a medium-to-large modpack before uploadin update, hmmmm
Pre-v80
oh, I know!
Beanie!
They've been lazy, so some of their moons have not be updated
"Lazy." Aren't they still in school?
Ohhh right
it was a joke :,]
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
reign still works somehow
So it's interiors, not moons?
Black Mesa specifically
Okay.
Is this just Liminal House?
I'm testing with only that interior
not on the test pack
yes on the big modpack
Then yeah that's why Liminal House was gullible
I still be lookin into the LethalLib thing though
Ye I know
I'm still checking how can I reproduce it with the lowest mods possible :,]
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.
here's my pack
019e4d26-339e-d11d-b332-1bdbae7cc753
Okay. Missed you saying the fix was ready. Good luck with LL.

I've not been able to find the exact culpript :,]
I mean I do know how to fix it I'm just wondering why it suddenly started bein an issue
She sleeping 
pain
LGU do cause it, it does register hazards with LethalLib so it'd trigger the NRE when adding them to moons
Hmmm
oooh
Whitespike saving and dooming the mod lol
It ain't LGU's fault though
can confirm, tested with the modpack with lgu disabled
by any chance do u know what's this appearing now on Experimentation?
It's Tower from Generic Interiors
@errant lotus @dark nova Pushed hotfixes 
Yay
Am I needed
Not really, just wacky LL thing
Not too sure exactly what was causing it, you could add a null check here: https://github.com/EvaisaDev/LethalLib/blob/bc9d11fbc412aca87f9478eebaedb3c739b97c74/LethalLib/Modules/MapObjects.cs#L143
But it fixed on LLL's end
Thankies 
Oh, so it is Lethallib now
?
Oh fair enough
It's fixed in LLL v1.7.1
Still dungeon fails
It's weird though, it was inconsistent lol
Do elaborate 
[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
Can you reproduce with bepinex monomod debug patcher installed
Do you have a pack code also
019e4dd7-d8b2-10fa-e57f-5b8ff8bf0ec7
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?
Shouldn't need to rebuild bundles for it to work, but you should update the dll if you want the new stuff
I guess check your moon's indoorMapHazards and spawnableMapObjects fields
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)
Does that mean that Older moons are broken?
For older moons I do swap them over to the indoorMapHazards list
If you put a Blank Reference into the prefabToSpawn field in the IndoorMapHazardType object it might not replace it properly
The IndoorMapHazard field itself is the Blank Reference, should just leave that field empty
Thanks for the help
Do let me know if it fixes it, I should account for it from LLL's end actually
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 
I'll do more in depth testing later but it looks like things are working on my side. Thanks!
hypothetically does this mean I could also just
not switch for now
Ye
rad
But it'll complain about it in console 
It just a warning that says "Converted 'x' SpawnableMapObjects to IndoorMapHazards" or somethin
i did the painful thing of giving myself a deadline on a project so i've been away from me moons for a bit
Oh lol
noted
ty pacort

does the new LLL update fix wesley's toy store and sewer interior?
do we not need dun ref fixer anymore?
you still need dungenreffixer
LLL update does fix them but you do still need DunGenReferenceFixer to actually load all bundles properly 
amazing, thanks
[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
oh my fucking GOD THAT'S INSANE
DawnLib has had that for a long time 🥀
I did two! transpilers instead of three 
(Usin the same one for two methods
)
Lol
i'm moreso impressed that it took this long to add, not really that it's an impressive feat
I also don't use dawnlib and you know this!
so let me cheer and be happy lmao
🥀
Xu, the despiser of joy
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)
Setting rarity as the interior's ID instead of the actual rarity 🥀
It simple to fix though, just did not notice lol
Pushed fix for it 
lmao was abt to report that
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
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
It seem okay
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
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
I do suspect a couple mods there perhaps
Not really sure what InsanityMod actually does but do keep in mind it's AI generated 
But also maybe MaterialAssetRestorerCore? Not sure what got changed in the update
wow, didnt know that!
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
I think the developer focused on fixing some broken water on Wesley's interiors specificaly - I've encounterd some pink water in Wesley's expanded mineshaft before
Thank you kindly for all your advices, I ll try poking things around!
Ye good luck 
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
I did have it at v0.9.22 yeah, weird
is this something to worry about only on client btw
Oh whar
Oh wait is this when trying to use the filter command with TerminalFormatter + DawnLib?
Or when does it happen exactly
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
did you change anything about company moons
landing on shutter sometimes* crashes the game now since the new LLL update
only crashes host
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
Huh
Script [None (Mono Script)]
There ain't a script I guess?
🤔

one word

