#Lethal company variables [Configure everything to your liking]. (formally LethalCompanyVariables )
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I mean it was updated a week ago
Nevermind, I fixed it
The AI type is "InverseCoilhead" which I had set before but maybe I didn't save or something
Here's the real new version
018d7e2e-96f9-1fc3-987b-920d37b8267d
@here New hotfix version
1.8.2
Fixed
- Weathers now sync correctly when player joins the game
its just fixed?
yea sorry I pressed enter to fast
lol
imagine a mod maker just says Fix as the changelog everytime they fix a bug
Im not sure about exactly that but i've seen developers just say "Some bugfixes"
So kinda the same
updated
zeekerss should add a "your version is out of date* to tell people the game has updated
I mean thats not a big deal
also what is version date should have just said version
seems steam has data of a pirated game i got strange
it tracking time played on the games real download
for how scuffed this game is, it sure is a lot of fun
the unfun ones are clipping thoguh railings
i clipped though a railing and even clipped though the death pits death barrier
or the rendering lag
That may have been caused by your 200 mods though
unless if it was vanilla
im lost of words in this conversation lol
lol
did this get updated im only getting configurable company
any other mods that let you edit stuff
hmm it depends on what you want to edit
everythingsomethings
I might need some details
but if you search for configs, settings or utilities you might find something
what about lethal utilitys
i added this is the mod within the link
mistake
in game customization i hope is uh won;t overlap
I'm pretty sure that messes with LCV spawn rates
No one complained about it not working
I suppose it just sums the values
If you want fun spawns, try my modpack with my LCV settings
Weather multipliers are for loot values on moons that have active weather
typing this before my internet cuts again!
i my internet went out for a minute
i think its back
Oof
i decided its something that does not interest me
Alright
If you however want any configuration to be added, remember you can always make a suggestion and If its possible and could benefit the user experience I will add it to the configs
I just came up with an idea
You just make sure I read the message (I did) and thats all lol
You know how each save slot has it's own LCV save?
yea
You should add LCV save slots
except the challenge file
is the suggestion about saving a varaible profile to load and save so you can load a profile you already made for easy use
didn't see that message abovd
yea, config presets and sharing is already planned but it might take some time
Nice
i need 6 mods for a true 200 mod list what should i add
Nah its a planned feature but I never actually talk about it
Ya, that would be an insane add
Ontop of more enemy spawn options
Maybe enemy health and enemy damage settings too?
should i get snachenbracken mod seems like an nice mod and won't breaken insta kill
ye i think im gonna get it
already made mimics act as real players
Lol
they dance if you dance and crouch sometimes
i dont even recognize that map
on any map
I think you should ask in #modding-general
Those kind of things you should ask first in #1174678494417010718 or #modding-general because we can't determine what is the issue (except if it might be related to LCV) so you might find a solution there easily
i have 200 mods now!
hi! i have a suggestion for an option to turn off being able to alter enemy spawn chances, i want to use lethal escape but also love some features in this mod. but they conflict because the spawn chances conflict either causing hardly anything to spawn, or like 4000 things to spawn.
Having settings to disable stuff would actually be kind of cool
So for example, If you already have a weather mod, you can just disable the weather bit of the config so it doesn't overlap it
experiment starts rainy because of my mods
new save its rainin
oo maybe a starting planet we can select
sadly disabling configs based on other mods is not reliable, however let me look into the issue to make the mod compatible so you dont have to worry aboutt that
Do you mind sharing you profile code and enemy spawns config (a screenshoot will do)
yes. ill reset up the configs since i already removed them to be able to use your mod
Alright, also, Do you mind telling me what configs did cause a compatibility issue wity the mod?
018d8499-3c34-9fe6-8ee6-36254d067479 the config is for the mod "enemyspawner" i believe whats conflicting is my spawn chances set in the enemy spawner mod, and the lobby settings with all the enemy chances set to 1 in this mod cant be edited by enemy spawner because the variable mod forces all the spawn settings to be 1, not allowing inside enemies outside or vise versa
idk
i dont have a lot of a knowledge with this stuff
LCV should use the value of the other mod and just multiply it
oh
So if its not multiplying thats weird
well i was told that 10 = 100 and like 3 = 30 percent, so maybe thats wrong and i just havent seen anything because its set at like 3 percent
ill test that later
hmm Im not sure im understanding you sorry
its alright
so you set a 3% in the other mod and let this mod with default value (1), right?
yes, but someone told me that chances are multiplied by 10 in enemy spawners config. that might not be true though
well I havent seen the mod but if they are percents and you set it to 3% they might be value * 3/100 and then that gets multiplyed by what you had set in LCV, in this case 1 so no changes
disclaimer I dont know if the other mod uses percents as I mentioned
i reached 208 mods
@fast gull the landmine multiplier and turrent multiplier have the exact same text
both have landmine in the name for turrent
oopsie
silly me I totally didn't copy paste the description and just forgot to change the only word I had to change
i think it should be fixed when the next update comes instead of rn
messing with turrent spawn rates
yea its not gamebreaker
I could arguee that feels like a normal day
As normal as my enemy spawns
yea, average titan dine run
also Cooljs, the event mod has all it's structure finished, now I can just create the events wich should be prety easy
Pog
I feel like if I went back to vanilla now, I would be cracked
You should be able to reach day 100
I mean
Even if you play harder
if someone sees "100 days on letha lcompany vanilla"
somehow they like it more than x10 spawns
or any other mod
That's lame though
still LCV has a config for it and im planning to add more settings
Ya Ik
@fast gull I updated 2 mods and now the game runs on like 20 fps even in the ship
The 2 mods were More Company and LCV + Configurable Company
It's More Company
Did you find the issue then @native cloak ?
ya
It was more company
It got fixed though
V1.8.1 fixed it
Thats perfect
I'll be up for at least an hour or 2 if you need anything
Don't worry, currently Im cooking something else
yea everything is working Is just the feeling of the panel that I dont like
Is there going to be an ingame config for this like LCV?
I will use Configurable company tbh
pog
need any default event ideas? I could probably brainstorm a few if you want
Do you think it's possible for one to double enemy spawns and work with LCV so if you have the spawn rates set to 10x and you get the 2x enemy spawns event, it would spawn 20x?
I have some ideas ready but yea, that would help (however I think you should DM me them so people dont get confuses with this thread)
Yea, I will make everything compatible
that freddy was ready for the 87's bite
so you can edit uploaded videos?
you have to tell me how you modify uploaded videos
The amount of times is messed up a video is insane
lets get a scrap protection varaible
I love the idea but there is someone that also made a mod for Configurable company that implements that
I can add it but I think as a fellow developer who uses my API you can check his mod and you will be able to configure it like LCV. PreventLoosingScrap
is it a ingame menu
oh i see now
LCV's in-game menu uses the same API that this one uses
does everyone need or just host
Does the config say client synchronize?
can't check cuz game takes 10 years to load
im refining modpack removing and adding even more mods
ohhhhhhhhhhhhhh
I understand now
well, right now im kinda bussy (almost time to sleep) so I wont be able to tell you fn
its does not say client needs
that's perfec then
i have to
@fast gull New Duo record, we got to Quota 1,280 before we completely through. Best part is we were actually able to run Titan
with 10x spawns obviously
you are already doing x10 like if it was casual
but worry no more
LE Events is almost ready to mess your record
Let's goooo
You might want to check out the mod preview but I think the beta will be released today or tomorrow
I'm going to install it instantly
can we disable and enable certain eventsor choose?
Yea you will be able to change their probability
However the mod will still be a beta (not because it does not work but because most of the things may change after some feedback
nice
This chat disappeared for me
Yea discord kinda decides to archieve threads if they are not active
It was only like 2 days
finally got custom music on the boombox
#emotes how does this come up with gamemaster and this post?
I could change it to be a week tho
thats weird lol
how is the events coming
also idk experimentation always starts flooded now
every new save game experiment is always flooded
it was good until I started developing the events
then I noticed that, even if the API is powerful, it wont let developers create the events in a way I would like
so it's under some maintenance before releasing
did you make config company
(I wont release it until the system is done because any modification post-release could break other mods)
that's because the game always chooses seed "0" for the first day thus, always the same weather will happen with the only variation being if you use LCV to modify chances
OH I GOT IT NOW
i think
flooded was saying 50 but it was closer to 51
im moving none close to 51 and seeing if it fixes it
nope still flooded
You might need to change the chances drastically
And recreate the game
as after the weather is choosen
it will remain choosen
to many ecplised for my liking lol
also maybe to many moons too
wait titanic aint a moon
men you have the whole mikly way there
what the actual f-
i have a rocket launcher lasergun golden shovel and lot more combat items!
you see the 3 big terminals in the back
This is terrifying considering I play with 10x spawns now
i just remembered its not normal to open the ship door in space
Strat when I come across an Eclipsed Titan now is to bring 2 stuns and buy an item when I land to keep the dogs destracted while I book it for the stairs before the giants can even see me and on my way back, I throw a stun off the stairs and jump down onto the ship and close the door
20 dogs + a ton of giants is terrifying
i think the terminal scales the moons by diffculty
if it was a to z assureance would be at top
How do you manage to complete quotas?
I think is a fixed order that the developer sets
so like "order 5" and it will try to place that moon the 5th
but I have no idea
man flooded is horrible now since a mod makes the interior flood too
It's normal for me at this point. My skill level has grown from this
and it's not too bad
That's insane
Dunno, seems like a fancy swimming pool
zeekerss should really fix water
why lol
you fall at the same speed
jump in it
dead
also no i will not get up
dog cheated
also that low pitch dog howl was so funny
I feel like the Herobrine spawn rate was turned up when the Herobrine mod got updated and he is now busted. I might have to turn down the spawn chance in LCV
Bro's cracked
luckly for you, LCV is compatible with any single modded enemy
except if the developer just decided to be different
Funny thing is if I don't want something to be 10x I can just set there spawn probability to 0.1. It's not perfect but it helps with spawning less ghost girls
Hmm the effect should be almost the same in reality
My MonstersPlus spawns too
I don't know if MonstersPlus actually spawns modded Monsters though
from what I saw at the source code it doesn't
but I could be wrong and they updated it
Last update was early December
I think
It may have been early January
then I dont think it does...
Oof
I'm having an issue where once I install this mod, my monitor on the ship goes blank. The one that should show the moon the ship is orbiting, along with the weather and such. If I disable this mod, all is well again. Anyone else ever see this?
Hello haxe
Afaik that issue never happened before
so if you don't mind sharing your profile code so I can check for any issue with the mod Ill glad to help :)
Will do! Give me just a few minutes.
No problem
However I wont be able to check the issue right now (its 1am here) but Ill check it as soon as I can
Meanwhile if you happen to see any error in the console you can share it to check it too
Yeah I'm trying to clean up some of the disabled mods right now so that the profile isn't so heavy, and I'll remove stuff like CleanerLogs which might interfere with debugging.
alright
[Info :Configurable Company Variables] StartOfRound::SetMapScreenInfoToCurrentLevel [Postfix]
[Info :Configurable Company Variables] StartOfRound::SetPlanetsWeather [Prefix]
[Error : Unity Log] IndexOutOfRangeException: Index was outside the bounds of the array.
Stack trace:
Lethal_Company_Variables.model.Configuration.OverridePlanetWeatherSelecting (StartOfRound startOfRound, System.Int32 connectedPlayers) (at <8b413157e681404786f18350a6c8352a>:0)
Lethal_Company_Variables.patch.StartOfRoundPatch.SetPlanetsWeather_Prefix (StartOfRound __instance, System.Int32 connectedPlayersOnServer) (at <8b413157e681404786f18350a6c8352a>:0)
(wrapper dynamic-method) StartOfRound.DMDStartOfRound::SetPlanetsWeather(StartOfRound,int)
StartOfRound.SetTimeAndPlanetToSavedSettings () (at <af9b1eec498a45aebd42601d6ab85015>:0)
(wrapper dynamic-method) StartOfRound.DMDStartOfRound::Start(StartOfRound)
I would also suggest to remove any mod that you tend to always have disabled
Do you have any custom weather mod?
or mod that changes how the weather works
Alright, Ill check the issue as soon as possible and notify you
Take your time! And thanks!
Thank you for using the mod!
@golden swallowFound your issue, will be fixed in the next update, meanwhile you can fix the problem by setting the config Allow every weather to ON
There won't be a difference with your settings:)
Also @native cloak I just finished something you might enjoy
YOOOOOOOOOOOOOOOO
Update when?
15 of February
yea
huge
lmao
and ghost girl can finally be capped at 1
I will keep the cap multiplier
(Unless MonstersPlus spawns stuff too)
for compatibility and just because why not
pretty sure it does
but
at least for the reason you use it
you might or might not need it anymore
Are you also adding that too???
yea, there are two more configs that I will add
one I already tested it and works perfectly
the other one Im still testing
Oh other thing
After checking the base game
I noticed that in fact, enemies can spawn from open vents
I'M ABOUT TO DIE SO HARD
at least that is what found
Well I wouldn't normally realize because 90% of the time if the moon is eclipsed, I die to 1 of the 20 dogs that spawn when the ship lands anyways lol
lol
I mean, its just some information that I didn't know
Wich makes eclipse even harder
but it uses a variable called "minEnemiesToSpawn" that is really scuffed
You wont need with the multipliers now
10x spawns kind of got easy, time to 25x spawns
A little fire never hurt nobody
Don't worry, if there are any bugs, I'll most likely find it
thats good lol
but somehow some bugs are just weird edge cases
for example the bug that haxe reported only happens if all weathers are 0, the default weather is not 0, the weather probability override is on and not every weather is allowed
I mean. This is Lethal Company, you know the INSANELY POLISHED GAME
lmao
I mean, there are not that many bugs, is just how it's designed
I think the biggest problem is that there is not a consolidated api to create mods and some features in the base game are not though to be expandable
It's not designed for 26 dogs and 43 giants
for exaample interiors, there is no way to add configuration for interiors as they are not loaded when in the menu, so I cant add settings for that (until I find a workaround)
yea
also, unity does not like that either
I dont think so
for what I know, unreal only benefits from GPU to render stuff while I think the real problem is with the AI sometimes
oh
math
yea, definetly works
So does that just mean enemy spawn multiplier has to equal 15? (Me knowing nothing about code lol)
Works so well I think I need to split the multipliers between outside and inside enemies
Nah, its just a math operation, 0 * 1 + 0 + 15 = 15
But
0(init) -> The base value the game selected
1(multi) -> The multiplier from the config
0(min) -> A value from a new config
15(start) -> A value from another config
simple algorithm lol
fair enough
ya, you would have to
This is the only mod that will actually be able to customize enemy spawns like this (Trust me, I hunted for them)
I forgot I had my pronouns set to this ๐คฃ
Plains Biome is crazy
My goal was and still is to allow the user to modify everything in the game
so to achieve that is what I seek lol
I also have "pronouns" but not as hard as those ones
and this is part of everything
yea, the more configurable the better
lol
but somehow people don't realize this mod exists and they just create a non-optimal mod to change the same thing but with less options or just not viable to modify it for each save file
Or they just go out and play Brutal Company or whatever else is popular
yea but that mod just changes the game completly, it's not like that mod does the same as this one
still, I wanna finish the event mod as that has a lot more options than any of the event mods I've seen
I was going to say I like to keep my modpack vanillaish but I don't think 10x spawns is vanillaish
It would also be so much better than Brutal Company
Brutal Company just isn't fair
"Spawns 200 turrets at the main entrance" Have fun profiting on that day
I heard there is a newever brutal brutal company
I know all players need the mod
but I dont know if it's actually fair
I love the idea of prefering to commit suicide instead of letting him get you
Truly a definition of "you will never take me alive"
It was fight or flight and I choose flight
you know it's bad when it's 12 AM and we are like "It's time to go"
That's actually later than we normally stay
At that point there are like 20 enemies inside and we don't want to deal with 20 outside too
How did you get 500 in that time
mostly luck but also we are just cracked
That was default scrap spawn too
It was literally at main entrance
Also not getting mansion helps
I kinda prefer the mansion
it scarier, bigger and harder to navigate
but Its easier to find loot
Not with 10x spawns, the scrap is way farther from the entrance so it takes you more time to loot and you have to go deeper into it to find anything.
More time is not doable when you need to get in, grab stuff, and get out before 14 crawlers spawn
Pipe labyrinth enters the chat
I mean, most of the times you will always get something due to the amount of possible paths you can take
Pipe labyrinth I could walk into the main entrance, turn the corner and find a loot room
mansion doesn't really have loot rooms
I guess all depends on having a good generation after all
The kitchen usualy has a lot
but also every room has a sligly higher chance of loot than the normal facility
It's just more spread out loot. Facility often has loot piles and Mansion is just bigger so the loot is pushed out farther
which is a horrible combo when 4 Brakens spawn by like 9 AM
I think in the end is just a preference, both succ depending on what situation you are in lmao
But either way, once you get your enemy limiter working, I'm probably going to only limit a few things like Centipedes, giants, dogs, baboon hawks, Worms, ghost girl, and herobrine. Maybe I will also limit the spore and bug spawns too just so the spawns get put towards other stuff.
I also kind of like mansion more but 10x spawn mansion is horrible
New update with tons of things!
1.9.0
Added
Individual enemy capsettings to configure how many enemies of any type can spawnMin enemies to spawnconfiguration for a more reliable challengeStarting enemiesconfiguration to set a minimum amount of enemies to spawn in the level
Fixed
- Error when all weather chances were set to 0
- No weather probability now works correctly without the
Allow every weatheroption
Modified
Enemy spawn configurationsare now split between outside and inside enemies- Patches now will execute after other mods so they will override their settings (or amplificate them)
Thank you!
you're welcome, it is fixed with this update
Huge. Sorry, I was shredding on controller
You dont have to be sorry for not answering the updates lol
lol
Just make sure to enjoy the additions :)
Testing it right now without MonstersPlus but it is 5:30 AM so I'll have to do a deep dive tomorrow but I can at least test it out.
Don't worry
I already tested everything
pog
You just need to change the starting enemies
and that will work the same as monsters plus
but taking into consideration what monsters can and can not spawn
their chances
and everything
Is there also an option for spawning enemies every hour too?
yes there is
for both inside and outside enemies
although you now can limit the number of giants of I dont think you need to modify have it differenciated
ya
not really
You can spawn outside enemies at the start, at the afternoon but not after X tries or hours
didn't even though about adding that lol
oh lol
I mean it isn't necessary if there spawns could still be set to afternoon
but could be a cool addition
For now I might focus more on other settings that might be less specific
but yea, I will add it to the todo
Just looking at this now, this is sick
Keep in mind that those are different settings for enemy spawning
so your previous settings for those configs dont exist anymore
ya
so what should I set for all of these if I'm going for good spawns
I'm thinking, 3 starting enemies
Enemy cap multiplier can be set to 1 now right?
the company building sorta counts as a day
I'm about to have so much fun
I'll have to adjust the settings to my liking but this is sick
the spawn follows the same rules for normal spawn so you may need to increase it
so I should still keep it at 10?
I think the number in the save file counts landings so it should be accurate
yea
or lower it as now spawns are more reliable
enjoy I will
u should chance the button spawn to 10x
I already do
there is a mod that should fix sounds failing when there are many enemies
that might be wonderful for you
maxsoundfix
Thank you so much
also i dont know if this is also the case with this mod but for some mods that edit scrap spawn chances if up ut it at 1.2 it gives u 2x as much scrap and 2 gives u 10x scrap
gl breaking ur ears
This mod should modify scrap values correctly
even the value for the apparatus and beehives
so if i put it on 2 its 2x
im talking abt spawn chances
yh
you can both modify chances an rates
cuz otherwise stuff like this happens
but scrap spawn chance is a range so after the game selects a number of scraps that gets multiplied by your amount
what mod did taht
lethalutilities
as you might have two mods modifying the scrap value
018dad19-a1f6-d2ca-d741-3a67737e3fd8 Here is an updated modpack btw, I'll send my LCV config tomorrow
i dont think so but might
If for sure you dont have two mods doing that
bc its normal like this
then it might be that mod just doing something weird
If you want you can use Lethal company variables for that
might be as well what you wnat
:)
i already have the mod but im too lazy to go edit since its the same result
I didn't understand that
The config is inside the game
basically i have a different mod that does the same but is clunkier
how's your day going so far
oh okay okay
wait, so you have a clunkier mod for the scrap amount, you also have lethal utilities and also lethal company variables?
Or am I wrong
Just finished updating the mod so I can now chill and play minecraft lmao
no its lethal utilities
survival or server
but its a really confusing mdo
have a nice day i gtg
okay okay
survival
have a nice day!
nice
u2
@here If you guys wanted to be able to reset and revert modifications you done to the settings by holding a key, would you like something like this?
Ctrl + Click Reset that config to default value
Shift + Click Revert that config to stored value
so you know how i have my modpack and one with the essenials to join me
didn't understand the part about essenials but yea
ive added almost 70 more mods to it
my man has half the thunderstore mods in the game
More than half, most of them are modpacks
quick question, does everyone need to mod to be able to use "any moon can have weather"?
I don't think so
sadly yes, otherwise they might see other weathers
you can check what configs need for everyone to have the mod because their description has a "Client siynchronize" text
Im working in a rework of the whole menu UI among the utilities for the configuration wich will lead to even more settins you might be able to change
Pog
oh /: well. do you know any mods that do that? or can atleast have the posibility of dustclouds, or allow for all weathers on any moon thats possibly host only?
Im sorry to inform you that there is no way to do that
Let me explain
when weathers are choosen, the only information the client has is the seed (aka a random number) wich determines the weathers
they don't get the weathers themselves
oh
out of curiosity, what is the issue about having the other users install the mod?
its not just your mod, my friend uses his dads computer, his dad is strict and doesnt want him installing stuff on his pc
I see
Im sorry to hear that
Does your friend use a mod manager or install the mods manually?
oh no, he just literally cant download anything on his dads computer, not even the mod manager or mods.
I would ask how did he download the game lol
but in really that sucks, most of the mods require all players to have them installed otherwise errors may occur
his dad owns the steam account. so his dad bought the game
That makes sense
Well you both can still play with any of those configurations that don not have the "Client synchronize" tag, wich may still be a different experience in some ways
yep! i love this mod. specifically the quota settings, its great since me and my friend want to get lots of money and high quotas but its only the two of us
Thank you!, love to see you enjoy the mod
You should try setting enemy spawns to 10x, now that's fun trying to survive
Can we modify the spawn chance to be static value instead of multiplying the value? so we can spawn an entity that normally can't spawn in some moons e.g. Jester in experimentation
Hi, if i use this mod with Company Enchancer will it lead to any error?
@rose sable I never heard of that mod what does it do?
Most of the times the mod will be compatible and will just override or add the values from the settings
i used a different version this mod will overrite the door power and assuming everything else
i gave in and now click update all button again and downgrade my version i don't want updated
didn't understand that quite well
so are default max enemys vanilla?
Actually @fast gull would this be possible? I wouldn't personally use it but might be cool to have an all enemy spawns setting. You could even deep dive into this and make some more settings like what enemies can spawn on what moon or something
I wouldn't put it at the top of your TODO list but some people might actually like this
He updated all of his mods then had to downgrade the ones he didn't want updated
Oh thanks cause I didn't see that message lol
After updating the core for the mod I will work on that dont worry
I think it should be easy
so you can expect that feature to come (it might take some time tho)
yea don't worry, im cooking an update that will make obsolete all other mods that let you configure the game
Huge
Would this actually override modded enemy map spawns too?
Like you can force said enemy to spawn in Experimentation and prevent them from spawning on Vow for example
Im yet not working on that but I think thats possible
yea, I shoule be able to do so
I won't make a promise as this is like 3 times more complex that the actual mod
but I will work for it
Even if the mod has it's own config to customize spawns?
that depends on how the mod implements their enemy
but as it is right now
nothing will break, something may be overriden by the mod and somewont
thats everything that should happen at worst
Interesting
I would personally not use an enemy spawn option anyways but an allow all enemy spawns setting could be cool
Kind of like the allow all weather on all moons setting
The problem comes with how to implement that
I can just add a button to "allow all enemies on all moons"
or "allow X enemy on all moons"
or "allow X enemy on Y moon"
however the amount of configs will be huge and may overwhelm people
so I need to rework how to implement that
I would say to start off simple and just do "Allow all enemies on all moons" and in the future you can add addition settings for all of that
But if you're worried about people getting overwhelmed, the config save feature would most likely help with that
Don't worry
the rework is already work in progress
let me show you how to the menu will look like (mostly)
I'm not worried, you are very good at this
thank you
I could be faster if my friends did know how to code lol
but it's okay I really enjoy developing this
wait a rework is happening
If only I knew anything about coding lol
Just the config layout
All of the settings will still work the same
Not really
I mean yes
all the settings will remain
but there will be a lot more features that will allow me to create more different settings
would be cool if an ingame one could be made for stuff cuz i know scrap value and amount can be changed mid game and i assume turret and landmines too
Like sliders?
that would break a lot of stuff sadly
As most of the things need you to enter the game again
I somehow made things that can be changed mid game it was a headache but to make it work while inside the game, will make other developers dont want to use the api due to the dificulty of modifications
hmm, there are sliders already, or you mean other things
OH RIGHT. I completely forgot about the weather sliders
lmao
but I hope to be able to add Ranges and Curves
Ranges for sure, I saw people do it for other games so might be easy
That's probably what I was thinking of
but curves, dam I dont even know how to save to disk
sorry for the late response, the mod just makes u not lose scrap and make ur door power infinite
Well, depends on how the other mod works but nothing will just break, maybe the only issue you find is LCV overriding their settings
although you should not lose scrap anyway and the door can also be configured from LCV so everything should be okay :)
ok then, ty ๐
no problem!
@here I wanted to tell everyone that as I may forget suggestions, I created an excel to have better comunication with the users on what is being done in the mod
Google docs
You should be able to comment on any cell if you want to suggest something :)
This is a good idea
Do you guys have access to the file?
yes
Perfect then!
@fast gull no outside enemies spawned until 10PM?
I may have just got very unlucky
False alarm, I just got insanely unlucky
Time to see what Titan spawns are like
It's pretty bad
I went up the stairs and 3 mimics walked through the main entrance
I think that was actually lucky lol
Kinda busy working rn sadly
oof
i got en idea! how about facility size changers
I think there is a mod for that, idk if it's compatible with LCV or not though
I kinda remember a mod thst did that but messed up scrap prices
however dont worry I will add it to the todo list
Make sure to add a disclaimer that it will lag your game more
Ya, Idk if it's the size that lags it or the amount of enemies, scrap, mines, and turrets
But with the right mods, you could probably fix lag
Hmm
I understand the lag while generating the dungeon
but other kinds of lag...
Maybe due to how the IA should check more terrain but I never had issues with dungeon size other than not finding any scrap
No I mean fps lag, not lag spikes when generating
A little spoiler about the new interface, wya think?
Then it might be the IA pathfinding
Ya, that's what I'm thinking
Also this looks sick
Myabe those IA fix mods would help with that tho
Thanks!, its like 70% done so it wont take that much
Okay all the interface is finally done, I would appreciate some feedback if you like how it displays everything or if I should change anything
I like it
does this work with advanced company? (i want the new items, but not so much the config stuff in it)
AC really needs to be split into multiple different mods items the portable terminal and the other stuff
it all together just doesn't work for my modpack
For what I tested is as any other mod, it just overrides the settings
Although Ive only tested single player
yep I though the same lol
AC is cool but i wished it worked for reserved slots aswell
AC aims to replace lots of mods, however I dont think is a good idea since its development will be slower
One of those mods is LCV wich I wont let since it does not have all the options and im not planning into stopping development
Heya! I was finally happy to have found a mod that replaced that ton of microfragmented minimods (yes, there's still the other side of the coin) - yet, I found that LCV somehow broke the delicate balance of my ~160 mods ๐
am I still entitled to submit a compatibility issue, despite the massive amount of mods? ๐
My r2modman profile shareable code is 018dcb85-9db9-8b07-0c47-8a839f853f7c
So far: it breaks BetterItemScan/BetterTotalScrap/Corporate_restructure/More_suits, the terminal, and doesn't save/correctly return in orbit when completing a contract
...for instance ๐
I still have to check the logs - most logging is currently suppressed by a couple of other mods, but apart from the above, the mod seems to work correctly.
My suspicion is that there's some conflict with a shared DLL used by several mods and it causes a chain of failed initializations. Removing LCV all works fine (I know, it's hard to believe ๐ )
I can't debug it at the moment, but I was glad you left some contact info to at least attempt to have a look at a few issues or get some feedback. Gotta leave home in a min - I'm going to be available for testing/fixing later in the day ^^
I did check, Disabling LCV alone doesn't solve the issue. Only after disabling ConfigurableCompany everything gets back to a functional state.
I shaved off a few extra superfluous mods, and the profile code for trying to reproduce the issue is now 018dcba5-342e-b7ac-4908-244abbed3c97
of course you can!
however I would appreciate if you have any idea or logd about what could be causing the issue
I can also help with the configurable company issue, can you tell me when did you notice the issue, what was the behavior that made you see the issue?
Im working rn but as soon as I finish I will be able to look at the issue
from what ive seen this still can change weather settings! that make happy. im making a modpack for that one friend because hes considering getting mods
In glas to hear that!
you can always suggest new festures by asking
@noble jetty I wasn't able to replicate the issue, do you mind providing me with more information?
The only issue I was able to replicate was the scanning error and Still happens even with the ConfigurableCompany and LCV mods disabled
Could also be the special profile issue like in my case
Could be indeed
However that profile seems messed up with due respect, it broke my settings because some mod just broke the LCSaveGeneral
Oh
Can't deny it's been through quite some iterations, there are plenty of leftovers in the cfg ^^
Happens to the best of us
Anyhow as I mentioned, seems like the issue is not really related to the mod (I wasn't able to replicate the issue and worked the same with our without the mod)
Heya! ^^
as I mentioned it seem to break BetterItemScan/BetterTotalScrap/Corporate_restructure/More_suits, the terminal, and doesn't save/correctly return in orbit when completing a contract
as per pictures, they all seemed to stop working
this is your current profile 018dcba5-342e-b7ac-4908-244abbed3c97 right?
Do you mind reimporting your own profile code? (nothing should change, just clear cache and some fixes to a r2modman issue)
yes, I had removed what I believe were mods with feature overlapping
Did that fix the issue or does it still persist?
I did it right yesterday but yeah, one of my fellow players had totally unexplainable issues until he recreated the whole profile.
I'm going to give it a try ๐
Yea, sometimes, when there are lots of mods r2modman keeps enabled a mod even if you disable it
besides, as per potential feature requests, I hope that list could be of inspiration about tiny weeny mods that could probably be absorbed by your mod ^^
I only have LCV disabled on that profile - do you mean, even the cached ones? ๐ฎ
All suggestions are welcome as sometimes I dont get my eyes on what could benefit users
Its hard to know wich ones are not working as the issue is because r2modman renames the dlls when you disable the mod to stop them from loading but sometimes the renaming fails and thats when the mod remains enabled even if it shows disabled in r2modman, so I would just suggest to reimport the profile as it will fix that
e.g. I believe a Post-processing section could be useful - there is a quite specialized mod, but for instance I never found something that disabled the depth of field (which on Unity's HDRP pipeline is no joke). Or let me fine tune the volumetric fog intensity (some people may love some extra fog. I personally find it to make the game unplayable especially indoors. Tweaking the density would be cool)
Never heard about adding options that didnt affect the gameplay directly
seems like a cool feature but I might need to learn to modify unity's graphics settings
yup, I tried it a bit myself but I burnt out with Astroneer and BG3+DOS2 and I just could not find the mindset to keep modding games, especially when having to relearn bepinex/harmony a bit, and LC in general, I need a break ๐
yea having to transpile almost everythink sucks
I, as the madman I am, love transpiling and even created a library to inject my methods anywhere in the transpiling with any parameters
that is what makes LCV so fast to modify
simple tweaks I went after were the scrap amount (since I sometimes love to play in 2 players - the game's not balanced for that). Or making 2-handed scraps 1-handed (with less players it really becomes tedious). But as you saw I found a galaxy of tiny mods to do that. Each depending on their own library tho.
yea...
about that im sorry that LCV depends on Configurable company
I made both mods but I though the in-game menu was to powerful to lock behind a mod to modify some features
Hahaha, I was surprised you didn't want to reuse Lethal Settings - and you went to code the whole UI from scratch - that's madness IMO, but it works, so kudos for that ๐
well, not madness, but surely took some work - and it paid off - it's pretty neat!
Configurable company was released before that
wel
not released
but created
but I didn't release it until I finished creating LCV
lol
and it's getting a whole rework
I see. I only discovered it yesterday. I needed fine-grain control over the scrap generation, so what you did was perfect to me ๐
And being able to tone down/up turret+mines? Loved it!
glad to see you like the mod, I appreciate that
The "monster per hour" setting seems a bit too much tho. Even at 1 there are huge gameplay consequences. Any chance to alter the spawn period?
Or, do values below 1 do the same?
Hmm I didn't understand that
That really was a feature that I think only @native cloak uses to be honest lol
(it's not called "monster per hour", I remember it's the very first setting IIRC)
yup, Min outside enemy spawns. 0 is vanilla. 1 is... 1 per hour, which is a bit overkill IMO
yea, that feature is very useful if you set the enemy spawn multiplier to 0
new feature: change dropship time to land and leave? so you can make it come down early, but leave at the same time as normal maybe
as you can make a fixed spawn rate every hour
I have a mod for that - would be cool to have it absorbed tho ๐
fasterdropship?
IIRC yes
https://docs.google.com/spreadsheets/d/1b-4zDakbTEjvyTS-qmPLkjE4tKIJpX6CDYSbLuKvM0Q/edit?usp=sharing for now these are the planned features
Suggestions
Request,State,Extra info
Dynamic deadline settings,TODO
Item weight multiplier,TODO
Overtime bonus multiplier,TODO
Planet prices,TODO
Enemy spawn time,TODO
Scrap selector,TODO
Interior chances,IMPOSSIBLE
Weather probability,ADDED
Quota increase,ADDED
Day speed multiplier,ADDED
Allow ...
that mod is so stressful to me, gotta make a full on sprint after a purchase, idk if you can change the leave time
Yup, what I meant is, instead of having to play with decimals, maybe make the period of time configurable? 1 for 1 hour, 2 for every 2 hours, etc.
The one time I used the mod my friend teleported me back to the ship and we lost all the loot lol
Oh that config does not allow decimals, is a fixed value
having an extra "per player" modifier would make sense, in general, not just for enemies.
but to be able to modify the time between spawns would be cool
however I was actually thinking to make the value a range
so you can set it to spawn from 0 to 3 for example
Oh. it let me input decimals so I assumed other integer-only fields did not work as well ๐
having a way to add scrap items to the shop/store items to the loot pool could be cool.
that might be because I forgot lol
to modify the shop items themselves is not a feature I was planning
but the loot pool of planets is something that I want to do with the new API im building
I see that tweaking the area/size multiplier of the moons has already been asked, so I'm just putting my +1 to that ๐
LC uses DunGen from the asset store, so being able to mess with the generation params would be cool.
What params would be useful to modify
most of the things are values set by the moon settings
things I can think of would be stuff like branching, verticality, max branch length and so on.
Hmmmm
I (for now) dont think is possible to modify interior themselves
as they are not loaded until the game starts
I might be able to find a workaround but Im worried about compatibility
speaking of that, does you issue still persist?
maybe as multipliers but. maybe I'm starting to feature creep
nah it's okay to suggest, I appreciate the feedback a lot
Just consider some things may be hard to implement or even impossible
even tho I may be able to implement anything, my time is somehow limited
It is, found at least 2 mods that affected the dungeon generator manager. Just, they were pretty basic. DunGen has way more params.
oh, I do know. I can only ask, then it's up to you and the requests you get to prioritize them ๐
Polls are great
not yet, I got chatty, apologies. I'm onto that rn
Yea it is possible to modify them, but to allow the menu to auto-detect interiors and that stuff is another thing
I do love my 10x enemy spawns
I am able to modify it globally
No worries
Imma just make a config just for you that spawns every single possible enemy
Lol
I had to disable Herobrine because he's now cracked at the game
Cool mod but was insanely unfair in 10x spawns even if his spawn was capped at 1
yup, there's a setting for that ๐
Oh so you can add a delay to when it drops?
yup, up to you on how to tweak that. Notepad or even the mod manager are valid options.
After cleaning the cache - it works ๐
How is I never found this info anywhere? Make sure to put it in the FAQ/troubleshooting section ^^
its hard to notice tbh
and I think there is so much people who does not use r2modman
I noticed the first code you sent has the issuge regardless of LCV, Configurable Company or cache, so was some mod that you removed in the second code that caused the issue?
Ideas/QoL changes:
- instead of throwing around stuff, you "use" a bin that saves a stack, and prevent killing the fps for everyone as time goes by
- Date/hour format, AM/PM or 24 h
- Kg or pounds
- instead of having to recap which moon are available and with which condition and price, have a separate display/canvas that shows the recap to everyone.
- the terminal only uses 1 row to list the available main section. The rest is a list of moons with a custom format that defaults to:
#number in list | Moon name | weather/state | cost
Typing just the number you auto-accept travelling to that moon.
I can't remember honestly. I purged a lot of skins I wasn't using anyway, the LongerDays mod, and had others disabled. I"m going to diff the lists, one sec.
some of these features I don't think are truly the essence of LCV to be honest
I want to kinda focus on configurating the game and maybe small gameplay tweaks
but for example the bin thing does not have much to do with the theme
Oh nice
So it's more like, "fine tuning", is that correct?
I could probably think of a few if you give me some time that aren't enemy related
If you were to see this panel, what do you think each part is/does
yea mostly
I mean small features are welcome, for example the hide weather is more of a new feature than a modification of the game
Ok. Here are some quick ones:
Player related:
speed
max health
accel/decel
jump height
stamina regen
impact of weight on jump height
impact of weight on stamina drain
Do you think custom moon support will be possible when you add the additional moon settings like Moon cost and spawn tables?
Im planning into making it work
There is a chance is as easy as custom enemies
but if not, I might need to also inject code or request a feature for any mod that adds custom levels
That's what I was thinking
I suppose it's
- the description, followed by lots of padding space
- the value input field (even if, canonically it's inside a squared border. Maybe have a subtle one? More padding space
- Revert to default
- Delete (???)
- Disable tweak. I'd put it on the leftmost side
Also I'm pretty sure most of this is actually already planned
that's pretty accurate, the last buttons are
- Revert (get the saved value back)
- Reset (Set the value to the default)
- Toggle (like you said, disable tweak)
love the idea to distinct the toggle button a bit
Then it's +1 on the votes ๐
Couldn't find any jump height mod. And it can make a difference. Don't need a double jump as in many mods.
There are a few but I don't remember what they are called
You can see what are the suggestions here if you want
Oh. Honestly I'd have misinsterpreted the first 2 icons, ngl
Yea, I requested a bunch of icon types to try to differenciate the buttons but I don't find any that fits the option
X in particular. I'd have expected X to have the rollback icon. And "Load" to be something else.
Either or make sense
IMO revert to default should be using the first icon you used (the circular one)
The first icon (discard) could be a folder with an arrow/load one?
What if you could customize the buttons icon image yourself? That would take extra time to code but would be kind of funny.
we're getting meta ๐
Customize the customizer ๐
๐
then I make it so you can just modify the whole interface
move everything wherevr you want and change it
I mean
its kinda possible though code
Lol, a fully customizable interface would also be kind of funny
I made so you can import your own preset
but it would need coding or the assets themselves
I was kidding - please focus the effort elsewhere, seems like a pain in the b ๐
Lol
I had to create in specific sizes and mask them for them to not look pixelared or weird
Adding onto the joke, what if you could draw your own icon from within the menu
Now that would be funny
Speaking of the menu
And to give a glance on the progress of the rework
Tomorrow Im adding the real-time synchronization and the simple configuration types, wich means that at least 80% is already finished
Huge
Actually
That gave me another idea
You should add an option to change your menu back to the old one as a preset incase anyone likes the feel of the old menu more but have it auto default to the new one.
I though of that
Sadly this new menu adds options that the old one can't handle
one of the main focus is to lower the amount of time it takes to read/write values in the files
and to add support for bepinex configs
Most people don't read alot
sadly the other menu, while well constructed, lacks half the features
So that's fair lol
So, I wanted a "biased/unbiased" pov and asked ChatGPT ๐
i meant the operations with files not the tooltip itself
also the new menu should be compatible with the challenge moon
although Imma lock it as i dont see it fair
lmao those are literally the icons lol
that's what it said. I'm unsure about the arrrow with a line?
Would it count your scores towards the leaderboards?
something like this I think
yup, I asked what it thought their use was.
so as I suspected, the circular arrow felt more like "revert to default" than the X
yea, I dont really like the idea of people just using the mod to break the leaderboard
I might change that
I mean, either or mean basically the same thing so either one works
I think the best idea is to add a help button to show what everything does
Oh, that kind of sucks
That... actually feells more like "back to how it started". Just, don't use the power off icon as the last one if you use that ๐
lmao
I mean 10x spawns is already harder than any other challenge moon so I guess that's fine
I had an idea the other day
and is to create my own weekly challenge by randomizing the LCV settings
although there wont be leaderboards as that needs the steam services I think
I was about to say that
People could post there scores in here I guess
at the end of each line - a dim circle with a dim question mark that shows a on-hover tooltip on the meaning of icons. And maybe extra info on the actual tweak.
That could be funny
I'm scared by you playing with 10x enemy spawn like it was vanilla ๐
It is kind of normal for me at this point
he's the one (and maybe the only one) that suggested the spawns per hour and starting enemies
just to make it harder lol
I'm thinking of upping the number higher because the game seems easy again
25x spawns?
and then there's me, complaining 1 enemy per hour was too much ๐
Since I now have like every lag fix mod to exist
Ancient legends say the true monster was Cooljs, at the time he arrives to any moon, monsters run in fear trying to escape his shovel
Lol
I mean, my games end up at day 22 or 30 generally. 10x spawns sounds like "single shot plays" to me.
I think my highest was 47 with my friends
lol. Are we talking about the default shovel, default damage, and invulnerable enemies, right?
I don't even run in with a shovel most the time anyways, On titan I will bring a shovel and stun up to the door just in case I need it later but I don't bring them inside with me
I focus more on dodging everything's janky hitbox
Also Coilhead and Rolling Giant (set to InverseCoilhead) leads for some intense back of forward looking
Have you tried playing with the diversity's darkness?
I think that could make your game even harder
as no flash = you dont get to play
ahum. Despite being a D&D DM irl, and an exploiter as a gamer, I tried not to spoil LC to me too much.
Like, I didn't go/read anything around the web about the patterns or cheese strats. And as a dev, I'm trying to believe they're complex and scary ๐
do you enable brackens too?
Send me that one and I'll check it out
Stay fresh to the game, dont look up people playing or is just going to spoil the game
Most the time only 1 Coilhead though
I sadly spoiled the game by developing as I know almost every detail on the game
however I still find fun to play with mods as I don't see anything related to them, I let my friends choose them and don't look up descriptions or anything
that's weird, coild heads have a cap of 5
Almost every detail. You don't know how I manage to meet quotas.
you need to play the Factory X moon. Literally a factory of coilheads
(unreasonably heavy on my PC for some reason?)
there are some things that aren't meant to be known lol
it's surely got some override to monster spawn caps, I'm telling you XD
but really, I went really far developing in the game as I had chrismas holyday
I think I can also set spawns to do the same thing with LCV
yea, he's the reason individual enemy caps exist lol
True