#Lethal company variables [Configure everything to your liking]. (formally LethalCompanyVariables )
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just, leave some flavour to each moon, let's not normalize coilhead hordes pls ๐
it could be funny to play with cooljs's settings
and see who's the last man standing
probably him as the veteran on the field but who knows
I just came along with the idea of 5x spawns since no one else on YouTube have done that yet. Everyone is doing there Ironman challenges or single moon runs or whatever but why stop there
Then I upped it to 10x since it was still kind of easy
haha, from what I hear, surely some crazy stuff is going to be fun ๐
I saw to people do the ironman challenge and didn't seem very hard
it's what we usually do but with more moons in between
I'd be down when you wake up in a few hours. Sounds like fun
sadly tomorrow morning im working
Oof
yet, I'm somehow more grounded as I don't stream.
Like, I play with friends who get literally scared at coilheads or scream. That's a different way to play ๐
and I know from my coworkers that is going to be a bussy day
I love screaming in the game
even if im not scared
its funny
more when you know your friends can listen to it and adds to the environment
I ghost record just incase anything funny happens that I can post
same here
haha - no, they REALLY get scared. Like, need to recover even. It adds so much to the experience and I manage to forget how things are coded - which is good ๐
got 1Tb of video that I wont ever edit or publish
wow that's a pretty enjoyable experience
wait
I have a clip from the fist time I played the game right when I didn't know anything
I have to empty mine out often, I only have like 500GB or open space
https:////www.youtube.com/watch?v=gKDITnnAftQ
for me, it is. I lured all friends who HATE playing horror games. And they got charmed by the thrill, somehow. ๐
the game is addictive
Its also funny wich makes the horror even more inmerse
but yea, dragging your friends into the game is pretty funny
First time I played, I walked into the fire exit alone, heard the ambiance game sounds and noped out of there. I then waited for my friends to catch up
oh the test enemy obunga is the red pill! (need a mod to help it spawn, but thats still cool to note)
yes.
the kind of 3d png that follows you arround?
yes
Same as me, the lethalResonance audio mod is really effective, especially in solo
Oh ya, I watched this a few weeks ago. The panic in your voice at the end
What does it do?
Wait what? How does the AI work?
lmao the probability is the same as the bracken for the obunga
it jut kinda follows you... it scared me to death though so i got the frick out
never tried that mod, is it that good for the ambience?
dont know if it damages
do you know those garrys mod videos where a PNG just follows you?
clever sound design. If you love atmospheric horror, it just sets the right...tone.
https://thunderstore.io/c/lethal-company/p/LethalResonance/LETHALRESONANCE/
I think kinda the same
Ya
Is that exactly how the AI works?
It just tracks the player?
yep
seems like it won't stop following you
makes sense that this was added as a joke to follow the trend of pngs attacking you and was just left in the game
I'll check it out, I will probably not really notice it much since I'll be focusing on other stuff like the 8 crawlers that are charging at me but I'll give it a try
lol, you're literally playing LC as it was Quake 3 arena or Serious sam ๐
But hey, that's the beauty of modding and the community ๐
average 45 day difficulty
It's funny because I'll be looking for scrap then I hear Thomas the train music intensify
lol LC with quake 3 movement
damn that ,I remember when I was revewing a issue with your mod pack, that scared the sh*t out of me
I'm going to sneak it in and say nothing to other players.๐
It is terrifying
W mod honestly
thats an insane idea
I even though of throwing it in my custom sounds mod to have more dumper variety
is it? Thought it was the rule ๐
funny as heck
I might even do the same lol
I mean that's basically what I do. They are always like "WHY IS THERE 20 SPIDERS CHASING ME!"
speking of spiders
So, you need options and tweaks, uh?
Have a roguelike mode - ALL THINGS RANDOM
have you seen the arachnophobia mode?
Isn't the game kinda of a roguelike already? lol
Like his custom challenge moon idea?
Do we already have a randomizer mod?
I don't really get the idea of what you mean tbh
A randomize button sounds fun
Isn't that only spiders or something?
yeah, but you know, more in the line of those full randomisers you see on youtube.
Maybe a tiny fast hoarder bug is just gonna be a coilhead with a model swap ๐
sadily models and animations are tied to the IA
wich would make enemies behave like sticks
But
I'm seeing beehives roll freely in Vow, physically based XD
You can randomize enemy spawns
Ight Goodnight and Goodluck
also with eager to finish configurable company rework
anything new got submitted for testing? ๐
see ya
wdym
Assuming beta tests and stuff
haha, just wondering if you managed to cook some new version, that's all
I think the newest one is enemy spawn settings
right now Im reworking the whole Configurable company api (the mod in wich LCV depends) to add more features that will help development LCV
yea, there is nothing published yet
the hardest stuff is to make the mod backwards compatible to not break anything for those 100k users that use Configurable company
I see. I'm victim of an energy drink, so I'm screwed to stay awake now. Good night and good luck for tomorrow ^^
good night!
I'm awake since it's only 4 PM for me
midnight here - just wondering, a bit OT, have you got any vids of you playing? I'm curious. Are you the dev of some mod I might be already using?
I do have a few funny clips and I am not a dev, I don't know how to code on anything.
Hold up
https://youtu.be/BuqM9HWX0vw?si=2a3yoJmY2t-_FnF9 https://youtu.be/pA0y4WmhtCI?si=5Z1oujWi0Yz7i6w1 https://youtube.com/shorts/OP9VwUBb4lc?si=oPVE3Ah7v3DzOgM1
I have more funny ones that are not uploaded like this one
Idk why that one did not enbed correctly
Let me try again
Haha, it's ok, thanks for sharing, I'm gonna have a peek rn ๐
This could be of help ๐
https://thunderstore.io/c/lethal-company/p/Coomfy/CoomfyDungeon/source/
scrap amount is easy
sames goes for dungeon size
as those two values are a variable in the code that I can just change whenever I want
But tht mod just had the right method so I can check all the possibilities
I wonder if you could also add more loot room spawns
it has a tracking radius of 12 (idk exactly how far that is but its not very far) and~ without line of sight~ if you enter that zone it will not stop following you, at all.
it also instakills you if it catches up
Im having an issue where i cant see the full menu with each variable in my saves. Anyone know how to fix that?
ummmm
sorry i figured out what was wrong ^^'
the menu didn't even close this time
how did you manage to enable the menu for challenge moons 0.o
i think a bug happened at first launch
no
ok
Oh
What is Advanced Company and why is everyone talking about it?
It's a mod that adds configurations
that blew up more than LCV because Im shit at marketing lol
Same here lol
I kinda like the items it adds but the options it provides exist for a long time
My biased opinion is, I dont like a mod that explicitly said that want to replace my mod without having the same features
Seems legit but don't think it would fit my modpack anyways
yea its a nice mod with a nice interface
however I wont let it have more options that LCV nor have better features than Configurable company
Im not going the easy way lol
Lol
jookes aside for me is an inspiration to aim to upgrade my mod
and not leting other mod replace it
You'll always be 1 step ahead
I don't know, I think that mod has a whole team under it
If is not the case, I will still be kinda slow to have the best quality possible
I just looked into it and is this thing just a mod that's basically just a modpack
I could be wrong but aren't all of these just other mods copied into it?
yea, the whole idea of the mod is to replace smaller mods that do similar things
I don't really know, I only knew they aimed to replace LCV but does not have all the things LCV offers and I hate that
but for the other mods, I think they just got the idea of what people want and created a mod that includes it
but taking into consideration for example more company, trying to replace a mod that is like top 1 used without adding nothing to that but extra features somple people might not want... is not a good idea
Mh weird
I feel like having the mods separated would be better but hey what do I know
Just means you're about to make LCV even cooler
same though here, having one developer trying to add everything is just not worth and does not let you change a mod for one that might work better or something, it ties you to use that one that mod and you depend on it wich is not that good
Yea, now I have to compete lol
Ya
Lol
I'll keep supplying ideas as I come up with any
I really appreciate that
This mod is 1 of a kind and can't be replaced
Love to see you like it
What do you think makes the mod unique, I might be able to focus more on that and make it even better
I mean obviously, it's the only mod that let's you customize enemy spawns fully
Uuuuuh
I would say Everything actually. Ik there are a couple other mods that allow you to edit stuff like scrap, enemies, and weather but this one takes that to the next level
I mean you said your goal was to make everything customizable and you are on the right track with that
Kinda funny how the best addition for you was the enemy spawning lol
Thats perfect, I see making it even more customizable is what people might want
There were actually 0 other mods that did this level of customization, I looked through all of them
I agree with this too, it's so great being able to set the max spawn and overall spawn rates of each individual enemy.
Though I wish you could take it a step further and allow for customization per moon map.
And I like that your mod allows for all this within an in-game interface, no need to fiddle with text files outside the game
Luckly for you, spawn chances per moon is something being worked on
Awesome! Will it include modded moons as well?
Yea, when I started in the game modding, I found it very hard for the users to have to change things outside the game so I decided to create this lol
I havent tested it since now im focused on updating the interface, but I think it could include them too
Nice, gonna look forward to it then ๐
I'm about to start running 25x enemy spawns now since 10x is easy now
Another feature I kinda wish could be implemented would be customizing the price value, rarity, and which moon(s) each scrap items spawn in (including modded scraps).
Cause I sometimes find scrap mods that are interesting in terms of looks, but is either waaay too commonly found or way too rarely found when I play them for my tastes.
Also, why chemical jug only in Vow?
Hmm, so scrap value and rarity (setting it to 0 disables them) per planet is something I want to do
but might take some time for the same reason of adding custom moons
Yeah better to focus on the vanilla content first, just do it at your pace, I'd say your mod's already on the right track
thanks buddy!
Imalso working on some behind the scenes API and stuff that will allow me to modify even more things
damn what was that syntax
we love LCV ๐ฃ๏ธ๐ข
indeed
never though I would see the name of my mod in a meme template lol
forum search is so broken
I would suggest setting a goal for one so you don't go overboard and ask yourself if a mod would fit your modpack or not. That's what I did with my 10x spawns one
Really looking forward to the static spawn chance modifier! My friends and I have been playing nutcracker only by setting nutcracker spawn chance by 100000x and modifying the enemy cap, but can't go to vow because nutcracker has 0 chance to spawn there
spawn chances per moon is a feature Im planning to add :)
would be huge
good news everyone, Configurable company is like 95% ready, today morning I finished the real time synchronization
Can't wait to see this new menu ingame
Im thinking about releasing a private beta as soon as its finished so people can tell me if there any compatibility issues
Hi, the setting Max enemies for Bracken, Nutcracker, Baboon hawk are 0 by default, is this a bug? Does this prevent them from spawning?
alr im making my modpack now!
That would be perfect for @ruby flicker because of his modpack lol
It shouldn't? I can check in a bit. I mean if it does, you could set them to the default values.
i think i improved performance for my modpack
Hello @grim lance , It should not be 0 unless another mod modified them, do you have any mod that changes enemy spawning?
As for if 0 prevents spawning, it does
i added 160 mods back in the spam of a couple hours
i need to tone down modded moons they tank performance
Ya, I don't really run modded moons but maybe having moons after Titan would be cool
image 10x spawns on like SSS moons
Guys, I must inform you that with the Configurable Company Update, your configurations will be reset as the whole format for saving files changes.
I can make a tool to convert old configurations into new ones but Im not sure how worth is it
I don't think so going by names and short descriptions, will check again in detail, can your new update help me find the root cause by any chance?
Dont worry, there is no need to check them individually
Can you check real quick if you can change the settings manually to see if they work correctly after that?
As far as I understand the issue, the values were set to 0 by default for enemy caps, is that correct?
Sure,
Manually as in the config, launch the game and see if it is saved?
Or in game restart and see if is saved?
Also yes that is correct
Try to modify the values while in game, restart and check if they are saved correctly
To make sure they save, after changing the values start a game and quit
that will make them save 100%
testing now
Version 1.9.0
- Didn't find a config file - so none deleted
- Deleted save
- Changed setting of Max cap for bracken to 99
- Created new save
- exited and restarted
- still found no config file - what is it called
- Cap is still 99
Configuration files are not located for bepinex
but within the game saves
(This allows configurations to be file-dependant so you can have your first save file with different settings that your second or third and so on)
So that means is now working as intended (It might not shown the right value due to an error tho)
If you want to copy the settings to import in other profile you can use the button "Copy to clipboard"
now testing the mod with only lcv (and dependencies enabled) to figure out why the default is 0, random question, I don't have a console anymore, how can I reenable it?
Go to edit configs > bepInEx and under the section of "Logging.Console" there is an option to enable it
Keep in mind that the configuration is now generated, you need to delete it and exit the game without saving a "default one"
thank you, okay default is now 1 again, so it's a mod
Compatibility issues my occur but dont worry about it too much unless the behavior in game does not match what you set in the config
alright thank you, which is hard to test for sadly
Yea... most of the time to develop is to make sure nothing breaks lol
anyhow If you dont mind sending the profile code to check what could be causing the issue
sure gladly
dmed
(for others wondering, the cause was a different mod overriding it, without it saying that it did)
Not the end of the world, is the update out right now?
but it removes the equipment slots ๐ญ
they only add about 4 seconds of load time each for me. so i have like 50
guys i messed up badly
thank god they understood some people may want to rely on other mods
the beta is, wich I shared with some friends and test whenever anything breaks
bracken send to to the bracken rooms
Oh nice
I'm going to try 25x spawns tomorrow and see how that goes
Sounds like a great idea
AC was just deperecated.
sounds like a bad idea lol
wait, I just saw that, why?
I know they added a watermark to the game recently but I dont know if thasts enough
the changelog just says "remove my mod" thousands of times over
seems like the watermark was the problem as the autho didnt like a mod to remove the watermark
new version called 69.69.69 is out hes vandalised the entire page
to be honest that's sad
yeah
Wait what happened?
AC is gone now
Seems like Advanced company pushed a release that added a watermark and some people didnt like it and released a mod to remove it. The author of AC didn't like people removing the watermark and people got mad
someone made a mod to remove the watermark debate happened in the main thread couple like an hour later its gone
gone as in you can't get it from thunderstore now
oh wow
Half hour ago I could access it though the thunderstore web, now the page does not even exists
Why was the Watermark even added in the first place?
the title screen watermark i think is what the watermark is
I don't know, Im not a big fan of watermarks anyways
Yeah I'm scrambling to find something to adjust moons and stuff, one of my friends is gonna be super bummed about the equipment that AC offered being now gone
Well, AC was the only compecente I know about with my mod...
Im sure mods will come to replace everything AC offered within some time
Cause friend in the group that I frequented really liked stuff like the bulletproof vest lols
id use damage scale to make it act like the vest but its permant
And yeah I imagine given some time, some of the stuff that was exclusively via AC will surface elsewhere
you can tone down the damage you recive but you don't need an item it always there
As for the configurations it offered, If you used any of them you can add it to the excel and I will add it to LCV as a replacement
Most of the stuff in AC (from what I understand) were from other mods. I think the bullet proof vest was in Lategame or something (could be wrong but it's out there somewhere)
What were the main stuff AC had? I can go do some digging if you want
perks missile launcher equipment slots portable terminal
i do still have it installed but i don't feel like launching my game again
Yes
wait since when
AC was just a mod that stole a ton of other stuff from other mods
were the equipment slots one of them
Yes
Can relate lol
wait lgu really added all that
Yeah admittedly AC did take a lot of stuff from just, other mods lmao
I know it added things from more company and lethal company variables
I remember using all of these stuff in my old modpack before AC even existed
looool I never saw that, thats not even good, that just stealing isn it?
Only few stuff that I can recall that's like, maybe exclusively AC is the Rocket Boots (maybe) and the cursed scrap
Ya, that's why I had a problem with it
cursed scrap I remember seeing it elsewere playing with my friends
but I know for a fact AC cursed scrap didnt work correctly in multiplayer
Not even rocket boots, that was from another mod
I mean it was my competence with lcv but never saw it that way
I forgot which one though
what mod!!
I'll look
what about the tactical vest
Yep
and he didn't gvie credits at all...
what about portable terminal
I cant seem to find nor the vest or portable terminal in Lategame
i know LCremote terminal exists
Vest is from a different mod
I'll have to boot up my old modpack
What's the Helmet from LGU? I can't seem to find any info about it on the mod page ๐ค
like what it does or?
Yeah
its really op
it negates ALL damage for a configurable amout of hits
Oh sheesh lmao
default is 2
So it won't last long against smth like a turret I imagine?
ye unless you set it to a ridiulous number
I'll just send my old modpack code so you guys can check out everything and find some replacements
ok
AC's one at how it handled the Vest was pretty nice balance-wise since it only affected 2 things, it was niche but pretty good at what it does while it lasted
i could show what it did
I'll have to play around with LGU and I'm hoping it's pretty configurable cause well, I went pretty thorough with my customization while AC was alive lmao
you can config ANYTHING all the upgrades can be changed and stuff
Able to be disabled as well if I preferred?
Don't want to self promote but you should check lethal company variables xD
Were there skill points in AC?
yup
xp to buy perks but yeah
Coolios, and AC DID have some sort of EXP to for attribute enhancements dynamic yeah
Oooooh, that's from another mod too
lethal progression... correct?
Does Lethal Progression's one carry over to future saves as well?
i have no idea tbh
Cause I recall some of AC's perks system does carry over to future saves if enabled
Lethal Progression is skill points, the ship upgrades are something else I think
Yes
They do
ill be expecting reddit pages in the lethal company subreddit to be asking
"what happened to advanced company!"
So was the code actually just copy and pasted into AC or something?
Because that's wild
No clue, AC was closed source iirc
if you have the dll I can tellyou
However I dont really think so, I think the ideas were but the code wasnt
AC's dll?
@ruby flicker said he had an unupdated version
yea
but what happened to the latest release, did he remove the dll from the mod?
he made LLL incompatiable
I looked at some of the imagines of AC and they look identical to other mods
Like spot on
can you provide me an example
just because I didnt use AC that much
I didnt like it tbh
There was a Ship upgrades mod but I don't remember what it was called
Is there a way to check uninstalled mods in modpacks?
also appareantly AC is still alive in well in there discord
assumily private
i looking at modding general and hes trying to do something with LLL and AC
right here its in modding general
#modding-general message
this is for the person who got the pic
018de4c6-2cbb-b2f1-7c00-9621696ce726
What was the problem between LLL and AC ๐ค
I don't think this one has ship upgrades but it should have other stuff like LCU
I did not update anything
100% imported let me see now
I will keep digging and see if I can find the mod that added the vest and other stuff
its in DM's
I do not have an old save of this modpack but I can try finding it because I'm pretty sure I exported it as a file
It has to be one of these
Bruh, this one had 163 mods
I used to be just like you @ruby flicker
lol
Lol
I forgot how long this took to launch
Bummer, I can't seem to find it
I'll looks a bit more
@fast gull hows the code looking
I'm checking the last modpack I have saved
I think it was from a way later version but I might have to dig in DMs to find it
Is that the rocket launcher from AC or no?
LethalThings
Missile Launcher was from AC, which is just an equivalent of LethalThings's Flare Gun
i do like how the gif cuts to black when the bracken got me
Do you have a screenshot of the launcher?
Uh I should have a recording, sec
heres a clip
its long i forgot to cut some parts
That's it yeah, sorry for tardiness on my end my video folder's a mess rn
Ok, I haven't seen that one so I can not confirm or deny if it was from another mod
tbh it should have been renamed "fire work launcher" cuz it aint shooting missiles
Same here lol
I remember specifically saying in the old thread that it should be called smth like "Fireworks Launcher"
So was that just taken?
I can confirm that there is a morecompany.dll just, in the same directory that the advancedcompany.dll is just at for some reason
it has the dll, I assume at least that was just for compatibility but also thats a copy paste of the whole More company
and here he is complaining about copy right...
lmao
Based on the file size, I believe that morecompany.dll is the one that has the console say smth like this:
loading morecompany v100.0
I'm a morecompany replacement :)
also did you know v50 was supposed to come out on feb 10th?
do you have any mod that you suspect was just copy pasted over AC?
really?
ye but zeekerss got sick
The actual morecompany.dll seems to be around 10,000kb in filesize, while the morecompany.dll that's present in the AC directory is only 8kb
so he might have removed some code
it might be just to make sure more company does not load
A few but I don't remember the names of them, I'm currently looking through DMs to find my old modpack
the original at least
Yeah I believe the one that's in the AC directory is ensuring that if the actual morecompany.dll is detected, to disable it and print the specific thing I listed in here to the console: #1193627690960437369 message
I would check for any similarities between LGU and AC. I do not think the whole thing is copy and pasted but I think some bits may be
For the code I saw I didnt see anything copied
but It might be just some methods or functions
I dont know
find anything?
no
This is the message I found
But this modpack doesn't have anything
I'm checking 1 more
alr
i think its more like he has planning it for a while now but just released it in january which by that time mods that has its features already been made
Ya, idk I can't find it
I know there were a few smaller modes that looked identical to the stuff in AC but I couldn't tell you the names. Only things I've seen were the red slots (For helmet, vest, and boots), Ship skill tree, and a few items. I'll see if I can find these tomorrow but I'm off to bed. Please let me know if you think you find these and I'll let you know if that's them or not.
yeah
im in denial right now. uuh.... anyway. yes...no... nevermind
@warm pineFor the discussion we had before, I think you can get the same features with other existing mods
but what about the items? that was the thing for me
(and portable terminal)
Not sure about portable terminal
but I heard lategame upgrades and letal quantities have those features
Still, im not sure I never used AC
lethal quantities is like...modpack balancing i think (you might mean lethal things)
the closest mod you can get to the portable terminal is LC remote terminal
It is almost ready
Woohoo!
this mod is similar advanced company?
This mod adds configurations for the game, although not all of the configurations are the same
There are some configs that were not on AC and some that are not in LCV (for now)
your probably going to needa reply to a bunch of messages like that in the next few days
so be prepared lol
this is getting a bit out of hand
wdym
to much follows
betterdiscord is fire. sadly i use the web only because im stupid like that
vencord
@here I just finished porting LCV to the new (closed beta) of Configurable company. I still need to verify everything works correctly with networking and stuff but I might need people to test if everything works okay
Time to solo run 25x spawns
i need 1000x spawns
@fast gull do you think this mod will affect load times much?
LCV? Nope, I designed it to be as lightweight as possible
Maybe if you disk has a very slow speed it might take some time to load the "Host" game but once everything is loaded, you wont even notice it is there
Your PC may explode
the game would prob crash at the loading seed menu
i ran 2 modded lethal company's together to test compatablity and it worked
apperantly AC is back
Im seeing the changelog and I dont like what is showing
1.1.6 is what sticks out
I dont know, the whole LLL seems kinda weird
oh its gone again nvm
Lol
Similar sentiment after seeing the entire meltdown go off
ive decided not to install it until im positive the creator is mentally stable again
im not updating cuz i don't trust the latest versions
this still works well with AC since it doesn't have some of the features this has such as weather chance control
yea this mod is completly different from AC
Thats why I dont like it saying that it provides the same features as this one
If you have the "allow every weather" then its possible
or if you just modify the weather chance of dustclouds
best weather setting so far
It even works in custom moons or the company lol
Stormy Company building is hilarious
I kinda prefer the flooding
Flooded kind of easy but looks funny
@fast gull i think i found an incompatibility with https://thunderstore.io/c/lethal-company/p/Bobbie/WhimsicalWeather/, when using allow all weather, whimsical doesnt ever appear
Does it appear on the list of weather probabilities?
uuuuh....i didnt check, i can after school though. i found that issue like a week ago but forgot to report it 
would it be possible for a starting weather picker and moon
I will try to add compatibility but not sure how possible it is due to how it is implemented
experimentation always starts foggy for me an option to choose starting weather could fix it
ohhh
it always starts foggy due to how the game works
as the first day the seed is always 0 I think
it starts at none but i guess the game likes experiment to start as foggy
i hate foggy
I think you can already change this with the weather options
how?
If you modify the chances, it will modify the starting weather
At least that was the result I got while testing
bracken outside is creepy
i will try to change the weather by 1% i hope it changes to what i want
oo forgot about the big interior moniter
I mean you can just disable foggy or lower it a lot
You know what's more scary that 1 Braken outside? 12 Brakens outside
Try lowering eclipsed by 1
still ecplised ill turn it off completely
try setting it to 1
These are what I have mine set to, They work pretty good
its not a percent
its shown as a percent for better understanding
but in the game they are weighted values
(aka percents but instead of going from 0 to 100, they go from 0 to the sum of every number)
so do config's overrite varaibles
eh?
like enemy spawn weight configs
I mean, I didn't understand your question at all to be honest
do config files for enemy spawns override LCV
like the config files for certain enemy's like scoppobia config to change spawn chance
Hmm, pretty sure LCV will override them yea
but to be honest it depends on how the mod implemented it
in your case, Im pretty sure LCV will get the value set by that mod and let you modify it afterwards, so setting it to default respects the values set by the original author
ok
Ya, I'm pretty sure LCV just multiplies whatever the number in the config is
I subestimated the amount of time it would take me to update the whole ConfigurableCompany API wiki
I've been fixing and writing for the past three days like crazy, I need to document a lot of things ;-;
Sounds fun
437 modifications (like 120 different files changed with more than 50 completly new) I need to document everything for like three different wikis xDDD
Oh wow
Now that I finished Configurable Company renovation, I will focus on adding the requested features for LCV
With the latest update of "ConfigurableCompany" the mod menu is taking the whole screen instead of the neat place it was taking prior to it:
i like the new menu
Yea its nice
Yea, it is intentional as the new menu provides with more options than the old one
Don't you like it?
I love it
here's my profile code, I guess there's probably some mod that's conflicting? 018dfb7d-2f68-d012-2528-d8cb6677ebf2
Ill check as soon as possible
I personally found it easier/more intuitive in the previous version ๐
I understand your position, I sometimes though the same, however sadly I had to decide between simplicity or functionallity and I prefered to make it bigger and easier to see and also add new features
It's not just the change that's throwing me off, it's the fact that you need to select an existing save instead of being able to select the parameters and make a new save out of it like you used to, and being able to easily see which parameters were applied to which save on the side while selection each was very handy when I had a save setup for testing a certain mob spawn for example
Regardless of my current criticism I'm appreciative of your hard work obviously ๐
Now you can do almost the same but you need to close/open the menu but I understand what you mean and Im trying to figure out how could I allow to change the current file while in the menu
I appreciate the feedback tho
Yes I feel like it slows the flow down by having to open and close it when juggling with a lot of saves, I personally didn't have any issue with the old design so I hope my feedback isn't just "please go back I'm scared of change" ๐
I can try to test it further on my ultra wide in a bit to give you more actionable feedback through bullet points, screenshots/short video clips if you'd like ๐
Don't worry, I understand as the decision to change the menu was based on the idea of updating the mod to avoid obsolescence, I will still continue to improve the menu and the interface is subject to change at any point
But for example two changes I already think are important are to allow to change the currently selected save file easily and improve the visuals of the borders, the layout might change too but the features are likely to stay
If anyone does not like the new menu you can send your feedback or even a draw on what you would prefer, I will take every opinion into consideration
ok so I went through my profile and disabled and re-enabled each mod 1 by 1, I think the culprit is lethalExpansion
That's weird, lethal expansion was competible the last version i checked lol
I will look it up however
i accidentally clicked this like 10 times without thinking
sorry if that sent you something ๐
Lol
oh lmao
so mods that done use it (aka the ones that didnt update their mod) show that message
It would have been funny though
I though of making something external sync but I tought it was a bad idea
yea, its just a button to switch pages
It would make more sense if there were actually more than just one page xD
LCV+ leaked
any new options or just the delicious new layout
the update was just for the API
and I still may need to update more things
because people dont like the interface that much
but im already developing LCV update
Still, I had to relax so im rn chilling lol
Lol
I like the new layout but also I haven't played around with it too much to have much Feedback
i didnt even see the menu update at first, and for some reason seeing if lcv is on the side of my save select screen is the main way of telling if i accidentally launched vanilla even if there are much better ways to tell ๐. so i checked back and realized
Yea, I think maybe the change was to big
i love it doe :D
For me, i dont actually get a settings page anymore, i had to roll back to the previous version to get it to appear
For ConfigurableCompany, that is
The new settings panel is harder to see at first, appearing at the top left when you click "host", do you mind checking if that appears?
I will just update the layout to make it more visible, at least for now
Nah, it doesnt show up upon updating
ow wow what
Can you see anythink in the console?
Ill get into it right now, can you send me the profile code?
Sure! 018dfc57-a963-936f-4c45-d303c1106b1d
might take a while cuz the touhou models tho, i can remove those and re-send the code if you need
Don't worry
they wasnt even enabled when i opened the game anyways but ye
I already imported the project, let me open the game with the console and I will fix the problem
yeah, i got this in my log, dunno if thats normal for it
no red warnings tho rly, besides morecompany and lethalthings doing something
That's weird
That should not affect the display but I will look into it regardless
alright, no worries
For now i'll just use the older version
Alright
Keep in mind that configurations are not compatible between versions
I mean, nothing will break, just that configurations will reset upon changing from 3.0.0 to any other version
Seems like some mod updated a class and forgot to modify one variable that directly affects the load of configurable company lol
Wait no, my bad, what I just said is completly false
@safe tundraFound the issue, seems like the menu is somehow being added to the Personal assignments mod lol
Hmmm
Employee assignments is bugged, it always popups in the main menu on top of the screen with the thing saying its out of date when its not
and the creator hasnt updated for a while
Well, the issue is related to them calling that panel "Canvas"
so i imagine your new LCV uses a similar popup system and conflicts
Yeahhh
So doing a lookup for the scene canvas returns that canvas instead of the correct one
honestly i might just turn that mod off
cuz i heard the assignments are sorta buggy anyways
it really uses the same system of the old lcv, the only difference is this one searchs for the scene canvas while the other gets another object from the menu
I will post a fix anyway
Alright sweet, nice one
@safe tundra Just uploaded the release with the menu fix, tell me if any other issue occurs!
alright ty! i will try in a min
yup, same here. Wonder why it hasn't been patched yet.
And yup, also came here to check if I was the only one with LCV disappearing completely after the update.
Glad it got fixed (I'm about to test rn) ๐
Yep! works fine for me!
It should work with any mod even if they change the canvas for any reason
no issues so far, fix works for me as well โค๏ธ - and I'm happy there's only 2 icons per row instead of the 3 we talked about ๐
Hey, I have a question. With this mod, can I force Masked enemies to spawn on every moon? I'm looking to replace Skinwalkers and Masked Enemy Overhaul mods, because for some reason the masked are able to walk through the ship doors.
But Mirage only has natural spawn + the spawn chance on a corpse
Currently you can make masked spawn on every moon by changing the settingsyea, but you can't set the value for individual moons (for now)
Just a remainder for those who are interested in the development of the mod, you can look up the current feature being worked on and formally suggest your own here https://docs.google.com/spreadsheets/d/1b-4zDakbTEjvyTS-qmPLkjE4tKIJpX6CDYSbLuKvM0Q/edit?usp=sharing
Suggestions
Hey! You can add your own suggestion by adding a comment with the suggestion and the information to take into consideration :)
Request,State,Extra info
Dynamic deadline settings,TODO
Item weight multiplier,TODO
Overtime bonus multiplier,TODO
Planet prices,TODO
Enemy spawn time,TODO
S...
can't wait for max hp amount hopefully it works with lethal regeneration when its out
Im trying to see if I can find an alternative (already have one in mind but I havent done any tests)
๐
Can't wait to get back to Lethal, I've been busy with other games. Once I'm done suffering, I'm beating my 1.2k quota run solo
Obviously with 25x spawns because funny
I just discovered a tool within bepinex that will allow me to almost do everything. Im testing if that would allow for interior checking
ladies and gentlemans, I happily announce that after a lot of testing, I can guarantee that I am capable of modifying every single stored variable and information for every enemy in the game, even modded ones
Nice
This is huge
Guys I have a quality of life question that will affect the rest of the mod
hypothetically, if you had the option to modify some values per level, would you rather have those settings grouped by type of variable or level. for example
by variable
Some variable
- Planet A
- Planet B
by planet
Some planet
- Config A
- Config B
I think by Planet
took me a little to understand but I think by planet seems easier on eyes.
Perfect then :)
Hey!, what mod do you use to load custom levels? Let me know to add compatibility
Um
I think it's called Level Loader or something but I could be wrong
LevelLethalLoader is the predominant custom level and dungeon loader
Let me know if you need anything
The mod just doesn't seem to be working. Like all the changes are saved and it has worked before but right now it just isn't changing anything. Quotas, spawns, values, nothing's working.
are you clicking the save button?
yep
Can you send me your profile? Ansuz is sleeping I think
I'll see if I can figure out the problem
yeah hang on just a moment
@empty willow I know what is causing your issue, LethalExpansion is.
You can disable it but it would remove one of your scrap mods
Or you can edit the settings in the LethalExpansion Mod Menu, Stuff like enemy spawns and weather should still work with LCV but any other settings that overlap with LethalExpansion will be overwritten.
but like
quota was staying default earlier as well
Maybe not all things get overwritten?
If you don't want to remove your scrap mod, I would just make sure all of the settings in LethalExpansion and LCV are synced
Maybe Ansuz will make LCV compatible with LethalExpansion but until then, this should work
By planet (moon) would be better I think
Most modded moons seem to use Lethal Level Loader, but Wesley's Moons right now uses Lethal Expansion Core
alrighty
thanks for the help!
Your mod does pretty good at allowing compatibility so no worries :)
No problem, here to help
some values cannot be overwritten as lethalexpansion hard types them, adding compatibility risks breaking it with other mods. I will try to add it in some other way with the update
perfect, thanks
Oh, one last thing @prime warren Yesterday while checking compatibility I saw certain moons that created mutliple instances of same enemy types (for example adding a MouthDog enemy type twice), it not a compatibility issue but that might not be good when there are a lot of moons and the same things are instantiated multiple times.
Anyhow seems like this issue happens in certain moons so might be an issue with the assets the developer uses. Just to take into consideration
can you please elaborate
Okay, here is an example, I checked random moons that used LLL, some of them are for some reason instantiating existing enemy types (Celestria moon adding every vanilla enemy type to the game again). I've checked it by registereing every time a new enemy type instance is created
oh
dont worry about that
working as intended
they should all be getting destroyed when you enter a game, no?
Okay, just making sure, the class intantiation was not the same as the one the vanilla loads. for example Celestria Giant enemy type was different (instance hash) from Vanill Giant enemy type
this is just an average titan run
Let me make sure about that, regardless that might produce an issue because if the game updates the enemy type, those wont get updated
correct, they shouldnt exist
I will notify right when I check if they get instantly destroyed or something
LLL's core design goal is to make content development as close to 1:1 as vanilla possible so custom LLL moons use enemytype scriptableobjects in the same way vanilla levels do, but I replace the reference and destroy them based on matching asset names in startofround-ish
in theory anyway
Alright, even tho the hashes do not match, they seem to be destroyed right after the game starts
So the only other question I have is if the enemy types just get swapped by the vanilla ones thus vanilla changes applying or if they are considered separate instances
they should be the same
Try DamageScaling mod, you can just set received damage to 0.5 and basically your hp is 200
Does anyone have a similar issue where the weather doesn't sync with vanilla players? For example in my PoV offense is rainy but other players are normal
weather options require all players to have the mod
Doesnt a small tag in the tooltio say it?
No, I didn't change that option at all
Yes
Weirdly enough I also encountered the issue when joining public rooms, even though I'm not the host
Do you have any other mod that can modify weather or is related to it?
One question for those who use the rolling giant mod, have you ever seen it in custom moons?
I don't think so
'NotAtomicBomb-TerminalApi',
'Evaisa-HookGenPatcher',
'Evaisa-LethalLib',
'Toskan4134-LethalRegeneration',
'RickArg-Helmet_Cameras',
'Rune580-LethalCompany_InputUtils',
'hesukastro-LCRemoteTerminal',
'Jamil-Corporate_Restructure',
'AMRV-ConfigurableCompany',
'AMRV-LethalCompanyVariables',
'LethalAPI-LethalAPI_Terminal',
'SoraYuki-ShowAmmoCount',
'TheSecretDev-Unlimited_Scan',
'taffyko-NameplateTweaks',
'CTNOriginals-CrossHair',
'OpJosMods-BetterStamina',
'Hardy-LCMaxSoundsFix',
'KlutzyBubbles-DamageScaling',
'loaforc-loaforcsSoundAPI',
'D1GQ-NoMoreControlCompany',
'femboytv-LethalPaintings',
'SMMCAT2017_NSFW-CuteFunny_Doujinshi',
'FutureSavior-Hold_Scan_Button',
'akechii-DiscountAlert',
'ButteryStancakes-AccurateStaminaDisplay',
'Ozone-Runtime_Netcode_Patcher',
'Sligili-More_Emotes',
'Drakorle-MoreItems',
'dragonaf-TerminalMoney',
'AllToasters-SpectateEnemies',
'Xynt-RealisticRecharging',
'Process-slashKill',
'BeanCan-TouhouSekibankiSpringManCoilHead',
'egeadam-MoreScreams',
'Karster-Light_Switch_Scan_Node',
'no00ob-LCSoundTool',
'Clementinise-CustomSounds',
'BunyaPineTree-ModelReplacementAPI',
'Rattenbonkers-TVLoader',
'Advancer-Blue_Archive_PV_TV_Pack',
'RamenNoodle-KoishiGhost',
'Wolfmyths-MikuBraken',
'Chdata-NecoArcHoarderBugMod',
'LoddZee-Capybara_MouthDog',
'EladNLG-EladsHUD',
'xCeezy-LethalEscape',
'FlipMods-LetMeLookDown',
'extraes-LethalLoudnessMeter',
'EliteMasterEric-CleanerLogs',
'Cryptoc1-LC_DOOM',
'Graze-ScannablePlayerItems',
'Bobbie-PomniJester',
'SpiralMods-jester_sound'```
I don't play custom moons
oh thank god for a second i thought this post got removed but it was shoved to the bottom of my followed feeds
I am not sure why the weather de-sync issue happens, me and my friends get the different weather
Ex) when I get stormy my friends don't get any weather
yeah, the solution is to make all players have the mod, but I think the main appeal of LSV is that it works with vanilla players
Then I assume everyone has to have mods like weathertweaks then
@pliant lintel @manic cairn Do you mind sending me the profile codes to check the issue?. I also need the configuration for LCV
what mod is LSV?
Steam or LethalC?
also that happens even when I didnt touch any variables
the profile code of your modded profile
oh
hmm that is weird, if no settings are modified LCV just skips that feature
there might be a compatibility issue with sonething perhaps
My bad, I mean LCV ๐
oh lol, dont worry
However keep in mind although LCV works with vanilla players, some options wont
Sure, here it is
018e284c-9f63-304a-ff45-ba1fb8f67a61
I will also need the configuration (you can export it with the "copy to clipboard" option)
I'm using r2modman as of now, this does't export the configs?
is it correct that LCV is disabled? or is a profile issue?
Oh yeah I have it disabled due to that issue
When I enable it, the weather in my PoV is out of sync
For now the configurations from LCV are not exported with the profile itself, this is something that ConfigurableCompany needs to address and is currecntly being worked on
Alright, I will enable it and check
Ah I see, so it's in the game
Yea
Yes, I didn't touch any weather settings
I actually have a save data that can reproduce this
When LCV enabled March will be normal for me, but when I disable it, it will be flooded
Right now Im testing the issue with a friend and we both see the settings correctly
Can you provide me with the save file?
Not sure how to export individual save data, So I'll just give you the whole thing
Use save data 2
Ah okay, thanks a lot
Alright yea, seems like a synchronization issue with players without the mod
This might be a regression, I will fix it with the next release. For now you can force synchronization by setting No weather chance to 0
@pliant lintel @manic cairn Let me know if this fixes the issue (temporarly, I will drop a hotfix for it)
Oh alright, I'll try that, thanks
Dont worry by setting it to 0, if you dont use the use weather override you wont need it
Okay, thanks!
you will still have planets without weather :)
Okay that really worked if I'm the host, but If I join another room with LCV on, my weather is out of sync
That's because it sets it to default when you join a server expecting the server to send the configuration
so it only works if the host has the mod
ah okay
I'm going to sound like a right noob now but can anyone tell me how to open the mod in game? I can't seem to find it in my game and have installed it the same way I have with all my other mods
right after you click "host" you will se a button on the top left corner of the screen
keep in mind this button wont appear in the challenge moon
doesn't death penalty work without others with mod installed it just doesn't show the amount you configured
oh
is it normal for it to spam this
hell im remaking my modpack again
yea dont worry is just during the loading phase
@fast gull
Question: Idk if im misunderstanding but if i set "Inside enemy power multiplier" to 0 will the enemies spawn no matter how high the power is?
0 will block spawns, you should set it high for that (setting it to 300 will for sure let every enemy spawn always, you can set higher value too)
oh alright, thanks for the answer
no problem!
cant hear the audio but seems someone got betrayed
i love setting quots to 131
forest giant on offense!
Easy
This is peak. Someone made a web about how to use LCV. I really love the dedication
Just a remainder for everyone here that you can suggest changes in The development excel and also know what is currently being worked on!
Suggestions
Hey! You can add your own suggestion by adding a comment with the suggestion and the information to take into consideration :)
Request,State,Extra info
Dynamic deadline settings,WIP
Item weight multiplier,TODO
Overtime bonus multiplier,TODO
Planet prices,TODO
Enemy spawn time,TODO
Sc...
oo nice
This is huge
@wintry eagle Do you mind pinning the excel in the thread? Thanks!
Done ๐ Easiest that way to find among the pings.
Understood, thank you :)
Is it normal that the clock desyncs?
For me, when i host and change the daytime speed, for me it will say the correct time, but for everyone in my game it would show the vanilla time, leading to them rushing back to the ship too early and not being able to tell what time it is as it then stays stuck at 12
What are your clock settings
as it needs to be synchronized, thus if clients dont have the mod, there will be desycn
we all have the same mods and configs
We set the daytime speed to 0.8 or whatever on the save file config in game, hit save, loaded in as normal
we have no other mods that affect the clock
Hmm
or wait
actually
Would this mod surely not just use the in-game time?
it seems accurate when we used "Fixed" mode for the time
thats the only conflict i can think of
So the problem happens with the balanced setting, right?
yes
I will try with fixed today and see what happens
The update should be ready this week
Any features you want to be added may be included so make sure to anotate your suggestions
Also the whole mod is changed, old issues may no longer exist and new issues may ocurr (if you think some mod may have incompatiblity, send a message and I will tell the compatibility with it, enven tho, any mod should be compatible)
what will the update contain
compatibility with custom levels and enemies and individualized settings among other things, also some suggestions are added, corrected issues and new config types that you might like
very cool
Tried yesterday
i think the time was synced, we set it to 0.8
When the time hit 12, it rolled back to 8pm, and then when it hit 12 again it left as normal
Is that intended?
W
uh, when it hit 12pm it rolled back?, that does not seem normal
Ill look into the issue
I mean it worked in the sense we got extra time lol
Does anyone here know if this mod breaks vanilla compatibility?
no i tested you can join or host vanilla lobbys with this mod but if a option says client synchronize it needs everyone for that setting to work
Thank you! You mean a variable that's configurable in-game with this mod will indicate that?
yes if it says in blue client synchorize everyone needs it installed but vanillas can still join but it won't effect them
which would prob cause credit desync
Ok that's awesome. Thank you for your helpfulness!
And again today, for my friend specating, it hit 12 but for me it was only 8pm or so
Do you both have the mod?
yep
We always use the same mods + configs
That's weird, I never had any issues with that
if I were you, I would try trouble shooting to see if it's caused by another mod
Set to Fixed, 0.75 speed
Do you use the ShipClock mod?
I do
thats the only other clock mod i have
Ya Shipclock shouldn't mess with anything
do you by chance also have LethalExpansion?
LECore
mh, I don't think that would break anything but try disabling that
There is a known bug with weather (fix in progress) where you need to set no weather chance to 0 if other playera dont have the mod
wait, if he has the mod too and the time desyncs, there might be something wrong in the profile, check if importing the profile again fixes it
they always import to a fresh profile every session with the most up to date code, and they never mess with the profile
We got it again today
this time we had ship clock off too
The pack we're using: 018e5eb0-67fc-1abf-4281-69849c2b0e0d
not sure what other mod could be messing with the clock or HUD
And cuz of this, when we went back to the ship (first day), and left, it still said 3 days and took a good 2 mins or so before it brought up the report and advanced to the next day
but yeah we was in orbit for a while confused why it hadnt done it yet
He means you try and import your own profile again
I had an issue a while back with my profile where a mod was enabled when it wasn't and because of that, I had some issues
hm
i've heard of that, and for some reason old config files leftover from mods you uninstalled can still do stuff (???)
i have no clue how that works honestly
Will do
It's just one of the easiest troubleshooting solutions and should always be taking into consideration just incase so we know it's not a profile issue
what, the time stays even after launching the ship? That should not even be possible by how the game works lol
Still, the new version is almost ready so I think would be better to check if that issue still occurs with the newer version as I modified how the time works
Yep
We was in orbit, but it waited until more time passed
I assume until my desynced extra time hit 12
Alright
Normally the game starts a countdown when you use the lever to abandon a planet, after some seconds it triggers a method to reset time and other stuff for the next day
There must be something that is modifying how the reset works
Also you have a really nice party at the ship lol
How big did you make the map size multiplier on this one? ๐ตโ๐ซ
x10
I was testing the new update, somehow even a x10 is instant load
(the new LCV update, not LC)
God there are too many configurations to test for the update
Do you need help testing?
I might, my betatester disappeared :(
what happened
Nothing to worry about, humans being humans lol
Well, let me know if you do!
@fast gull Just got a new PB for Duo Quota on 25x spawns
1.7k
also managed to kill 2 nutcrackers back to back
first time
Thank you :)
thats pretty high to be fair
For vanilla, not really but for 25x spawns, that's crazy
My lord, if AC had options, now this has like three times that
I need to check if Configurable company can handle this many options but after that, the update is pretty much ready
Huge
@here Let me know what you prefer.
- Update the new version as a "beta", meaning it contains the updated version but not every configuration that was in the previous version exists (due to internal project problems)
- Wait for the full release with every configuration
- Quick fix containins the legacy configurations (may procude unexpected behavior)
I would just wait for the full release then fix any problems people run into
I'd prefer to wait for the full release
OMG. Reliable sources?
Yes! But also, no! Everything's gonna break T_T
Tons of old abandoned but working mods will need to be discarded.
There's really so much that can be improved, networking handling included. Fingers crossed T_T
can't wait for v50
Dont worry, most of those legacy mods will be inherited by new developers, also most of the things wont break. And keep in mind that old abandoned mods are also bad because newer mods need to maintain compatibility
I dont know what will the new version add but I dont think it will break many thing
Still WIP But I can count the LCV update has a total of +-327 individual settings (This value represents individual configuration values and depend on the mods you have among this one)
wait we get to edit moons now?
Who knows ยฏ_(ใ)_/ยฏ
when do you change stuff
It depends on what mods are installed
with LLL, I decided to prioritize LCV settings but let the live settings from LLL override it
might change depending on what users want as the standard behavior
wdym?
next lll update cleaned up some stuff up and doing item and enemy stuff now
and porting a lot of le stuff
so should standardize a lot
the only complain I might have is that some moons add enemy types that are just the vanilla ones so that messed up my code a lot
Not sure if you modified something about that
that used to be an issue before 1.1.0 but should be working now ๐ค
wait really? :D
can you describe the issue a lil more
Of course
To dynamically detect the enemy types I use the Awake and compare enemy names
however the result was that a lot of custom moons added the vanilla enemy types, some more than once
so during the pre-game the enemy type of the moon (and the one in the spawn rarities) did not match the ones from the game
ah
not sure if I explained it correctly lol
no you are
awake on scriptableobjects can be inherintly unsafe without validating the data little in this context
yea, sadly hashes are not actually deterministic
object comparisons should work
anyway I found a workaround, was just wondering if you modified something about it
nahhh thats
didn't check, however the main problem is with SpawnableEnemyWithRarity
and with large cache size, but that should not be a problem
so basicially lll is designed to mirror the vanilla workflow as much as possible, which uses all the same scripts etc.
this means custom moons use the same SelectableLevel script in editor which needs the same spawnableenemywithrarity etc. at runtime i scrape vanilla for all its unique content and swap in the real references asap
but scriptableobject.awake invokes when i load in the assetbundles w/ the "fakes"
Makes sense
When do you replace the stuff, right away when you load it from the asset bundle or later in the game?
Cause I noticed the gameobjects from the invalid enemy types are only destroyed after the game starts
cant be when i load it from assetbundle
cuz i cant access the real stuff until we enter the ship scene
and i have to load on main menu to register network stuff
Yea, its sad that selectable levels load after the game starts
Makes sense but damn that made things hard
my way of solving it lo
once lll is standerdized tho i do have all the vanilla stuff in lists you can access
I tried to force the load but unity refuses to load them correctly
whats that string in assign
the planet name
whats that for
used as ID
sorry king
gotta change
translations will break that
only slightly consistent thing is the object name
ffffffffff
Didn't even noticed about translations
I can still work with it
isn't more consistant with the prefab?
rather than the object name?
the planetprefab?
yup