#Lethal company variables [Configure everything to your liking]. (formally LethalCompanyVariables )

1 messages ยท Page 4 of 1

fast gull
#

to be honest cooljs contributed with a lot of ideas and great additions to the mod

noble jetty
#

just, leave some flavour to each moon, let's not normalize coilhead hordes pls ๐Ÿ˜‚

fast gull
#

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

native cloak
#

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

noble jetty
fast gull
#

it's what we usually do but with more moons in between

native cloak
fast gull
native cloak
#

Oof

noble jetty
#

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 ๐Ÿ˜„

fast gull
#

and I know from my coworkers that is going to be a bussy day

fast gull
#

even if im not scared

#

its funny

#

more when you know your friends can listen to it and adds to the environment

native cloak
fast gull
#

same here

noble jetty
#

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 ๐Ÿ˜›

fast gull
#

got 1Tb of video that I wont ever edit or publish

fast gull
#

wait

#

I have a clip from the fist time I played the game right when I didn't know anything

native cloak
fast gull
#

https:////www.youtube.com/watch?v=gKDITnnAftQ

noble jetty
fast gull
#

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

native cloak
warm pine
#

oh the test enemy obunga is the red pill! (need a mod to help it spawn, but thats still cool to note)

fast gull
#

wait

#

really?

warm pine
#

yes.

fast gull
#

the kind of 3d png that follows you arround?

warm pine
#

yes

noble jetty
native cloak
native cloak
fast gull
#

lmao the probability is the same as the bracken for the obunga

warm pine
#

it jut kinda follows you... it scared me to death though so i got the frick out

fast gull
warm pine
#

dont know if it damages

fast gull
noble jetty
fast gull
#

I think kinda the same

native cloak
#

Is that exactly how the AI works?

#

It just tracks the player?

fast gull
#

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

native cloak
noble jetty
native cloak
fast gull
noble jetty
native cloak
#

W mod honestly

fast gull
fast gull
noble jetty
fast gull
#

funny as heck

fast gull
native cloak
fast gull
#

speking of spiders

noble jetty
#

So, you need options and tweaks, uh?
Have a roguelike mode - ALL THINGS RANDOM

fast gull
#

have you seen the arachnophobia mode?

fast gull
native cloak
noble jetty
#

Do we already have a randomizer mod?

fast gull
#

I don't really get the idea of what you mean tbh

native cloak
#

A randomize button sounds fun

native cloak
noble jetty
#

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 ๐Ÿ˜›

fast gull
#

sadily models and animations are tied to the IA

#

wich would make enemies behave like sticks

native cloak
#

But

noble jetty
#

I'm seeing beehives roll freely in Vow, physically based XD

native cloak
#

You can randomize enemy spawns

fast gull
#

well

#

gtg

#

tomorrow a slow and tedious day of work awaits me

native cloak
#

Ight Goodnight and Goodluck

fast gull
#

also with eager to finish configurable company rework

noble jetty
#

anything new got submitted for testing? ๐Ÿ˜›

fast gull
#

see ya

native cloak
noble jetty
#

haha, just wondering if you managed to cook some new version, that's all

native cloak
fast gull
#

right now Im reworking the whole Configurable company api (the mod in wich LCV depends) to add more features that will help development LCV

fast gull
#

the hardest stuff is to make the mod backwards compatible to not break anything for those 100k users that use Configurable company

noble jetty
#

I see. I'm victim of an energy drink, so I'm screwed to stay awake now. Good night and good luck for tomorrow ^^

fast gull
#

good night!

native cloak
#

I'm awake since it's only 4 PM for me

noble jetty
noble jetty
noble jetty
fast gull
#

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

native cloak
#

I wonder if you could also add more loot room spawns

odd dirge
# native cloak Wait what? How does the AI work?

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

hard hawk
#

Im having an issue where i cant see the full menu with each variable in my saves. Anyone know how to fix that?

ruby flicker
hard hawk
#

sorry i figured out what was wrong ^^'

ruby flicker
#

the menu didn't even close this time

fast gull
ruby flicker
fast gull
#

weird

#

do you have any mods that affect the interface?

ruby flicker
#

no

fast gull
#

alright

#

if you find again the issue I would appreciate the logs

ruby flicker
#

ok

native cloak
#

What is Advanced Company and why is everyone talking about it?

fast gull
#

It's a mod that adds configurations

#

that blew up more than LCV because Im shit at marketing lol

native cloak
#

Same here lol

fast gull
#

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

native cloak
#

Seems legit but don't think it would fit my modpack anyways

fast gull
#

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

native cloak
#

Lol

fast gull
#

jookes aside for me is an inspiration to aim to upgrade my mod

#

and not leting other mod replace it

native cloak
#

You'll always be 1 step ahead

fast gull
#

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

native cloak
#

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?

fast gull
#

yea, the whole idea of the mod is to replace smaller mods that do similar things

fast gull
#

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

native cloak
#

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

fast gull
fast gull
native cloak
#

I'll keep supplying ideas as I come up with any

fast gull
#

I really appreciate that

native cloak
#

This mod is 1 of a kind and can't be replaced

fast gull
#

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

native cloak
native cloak
#

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

fast gull
fast gull
native cloak
warped ledge
#

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

fast gull
#

Luckly for you, spawn chances per moon is something being worked on

warped ledge
fast gull
fast gull
warped ledge
#

Nice, gonna look forward to it then ๐Ÿ‘

native cloak
#

I'm about to start running 25x enemy spawns now since 10x is easy now

warped ledge
#

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?

fast gull
#

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

warped ledge
#

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

fast gull
#

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

warm pine
#

we love LCV ๐Ÿ—ฃ๏ธ๐Ÿ“ข

fast gull
warm pine
fast gull
#

never though I would see the name of my mod in a meme template lol

ruby flicker
#

i deleted my modpack and all backups

#

im refining it into a better one

ruby flicker
#

forum search is so broken

native cloak
manic cairn
#

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

fast gull
native cloak
fast gull
#

good news everyone, Configurable company is like 95% ready, today morning I finished the real time synchronization

native cloak
fast gull
#

Im thinking about releasing a private beta as soon as its finished so people can tell me if there any compatibility issues

grim lance
#

Hi, the setting Max enemies for Bracken, Nutcracker, Baboon hawk are 0 by default, is this a bug? Does this prevent them from spawning?

ruby flicker
#

alr im making my modpack now!

native cloak
native cloak
ruby flicker
#

i think i improved performance for my modpack

fast gull
ruby flicker
#

i need to tone down modded moons they tank performance

native cloak
#

image 10x spawns on like SSS moons

fast gull
#

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

grim lance
fast gull
#

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?

grim lance
fast gull
#

To make sure they save, after changing the values start a game and quit

#

that will make them save 100%

grim lance
#

testing now

#

Version 1.9.0

  1. Didn't find a config file - so none deleted
  2. Deleted save
  3. Changed setting of Max cap for bracken to 99
  4. Created new save
  5. exited and restarted
  6. still found no config file - what is it called
  7. Cap is still 99
fast gull
#

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)

fast gull
#

If you want to copy the settings to import in other profile you can use the button "Copy to clipboard"

grim lance
#

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?

fast gull
#

Go to edit configs > bepInEx and under the section of "Logging.Console" there is an option to enable it

fast gull
grim lance
fast gull
grim lance
fast gull
#

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

grim lance
#

(for others wondering, the cause was a different mod overriding it, without it saying that it did)

ruby flicker
#

NO WAY THEY ADDED IT

#

RESERVED SLOTS WITH ADVANCED COMPANY!!!

native cloak
ruby flicker
warm pine
ruby flicker
fast gull
# ruby flicker

thank god they understood some people may want to rely on other mods

fast gull
ruby flicker
#

bracken send to to the bracken rooms

native cloak
#

I'm going to try 25x spawns tomorrow and see how that goes

#

Sounds like a great idea

ruby flicker
#

AC was just deperecated.

fast gull
fast gull
#

I know they added a watermark to the game recently but I dont know if thasts enough

ruby flicker
#

the changelog just says "remove my mod" thousands of times over

fast gull
#

seems like the watermark was the problem as the autho didnt like a mod to remove the watermark

ruby flicker
#

new version called 69.69.69 is out hes vandalised the entire page

fast gull
#

to be honest that's sad

native cloak
#

Wait what happened?

ruby flicker
#

AC is gone now

fast gull
#

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

ruby flicker
#

gone as in you can't get it from thunderstore now

fast gull
#

oh wow

#

Half hour ago I could access it though the thunderstore web, now the page does not even exists

native cloak
#

Why was the Watermark even added in the first place?

ruby flicker
#

the title screen watermark i think is what the watermark is

fast gull
remote marsh
#

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

fast gull
#

Well, AC was the only compecente I know about with my mod...

fast gull
remote marsh
#

Cause friend in the group that I frequented really liked stuff like the bulletproof vest lols

ruby flicker
#

id use damage scale to make it act like the vest but its permant

remote marsh
#

And yeah I imagine given some time, some of the stuff that was exclusively via AC will surface elsewhere

ruby flicker
#

you can tone down the damage you recive but you don't need an item it always there

fast gull
#

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

ruby flicker
#

what happened

#

real shame tbh i liked the portable terminal and perks

native cloak
#

What were the main stuff AC had? I can go do some digging if you want

ruby flicker
#

i do still have it installed but i don't feel like launching my game again

native cloak
#

Found it

fast gull
#

wait

#

does lategame upgrades have those items from AC?

ruby flicker
#

wait since when

fast gull
#

Really?

#

I never noticed

native cloak
#

AC was just a mod that stole a ton of other stuff from other mods

ruby flicker
#

were the equipment slots one of them

native cloak
#

Yes

ruby flicker
remote marsh
#

Yeah admittedly AC did take a lot of stuff from just, other mods lmao

fast gull
#

I know it added things from more company and lethal company variables

native cloak
#

I remember using all of these stuff in my old modpack before AC even existed

fast gull
remote marsh
#

Only few stuff that I can recall that's like, maybe exclusively AC is the Rocket Boots (maybe) and the cursed scrap

native cloak
fast gull
#

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

native cloak
fast gull
native cloak
#

I forgot which one though

ruby flicker
native cloak
#

I'll look

ruby flicker
#

what about the tactical vest

native cloak
#

Yep

ruby flicker
#

and he didn't gvie credits at all...

native cloak
#

Nope

#

I wouldn't be surprised if he just stole the source code from other mods

ruby flicker
#

what about portable terminal

native cloak
#

That's from Lategame

#

Wait

#

Actually maybe

#

Don't quote me on that

fast gull
#

I cant seem to find nor the vest or portable terminal in Lategame

ruby flicker
#

i know LCremote terminal exists

native cloak
#

I'll have to boot up my old modpack

remote marsh
#

What's the Helmet from LGU? I can't seem to find any info about it on the mod page ๐Ÿค”

remote marsh
#

Yeah

ruby flicker
#

its really op

native cloak
#

I could not tell you

#

I didn't use it

ruby flicker
#

it negates ALL damage for a configurable amout of hits

remote marsh
#

Oh sheesh lmao

ruby flicker
#

default is 2

remote marsh
#

So it won't last long against smth like a turret I imagine?

ruby flicker
native cloak
#

I'll just send my old modpack code so you guys can check out everything and find some replacements

ruby flicker
#

ok

remote marsh
#

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

ruby flicker
#

i could show what it did

remote marsh
#

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

ruby flicker
remote marsh
#

Able to be disabled as well if I preferred?

fast gull
native cloak
#

Were there skill points in AC?

ruby flicker
ruby flicker
remote marsh
#

Coolios, and AC DID have some sort of EXP to for attribute enhancements dynamic yeah

native cloak
ruby flicker
remote marsh
#

Does Lethal Progression's one carry over to future saves as well?

ruby flicker
remote marsh
#

Cause I recall some of AC's perks system does carry over to future saves if enabled

native cloak
ruby flicker
#

ill be expecting reddit pages in the lethal company subreddit to be asking
"what happened to advanced company!"

native cloak
#

So was the code actually just copy and pasted into AC or something?

#

Because that's wild

remote marsh
#

No clue, AC was closed source iirc

fast gull
#

However I dont really think so, I think the ideas were but the code wasnt

ruby flicker
native cloak
fast gull
fast gull
ruby flicker
#

he made LLL incompatiable

native cloak
#

Like spot on

fast gull
#

can you provide me an example

#

just because I didnt use AC that much

#

I didnt like it tbh

native cloak
#

Is there a way to check uninstalled mods in modpacks?

ruby flicker
#

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

native cloak
#

018de4c6-2cbb-b2f1-7c00-9621696ce726

fast gull
native cloak
#

I don't think this one has ship upgrades but it should have other stuff like LCU

#

I did not update anything

ruby flicker
#

100% imported let me see now

native cloak
#

I will keep digging and see if I can find the mod that added the vest and other stuff

ruby flicker
native cloak
#

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

fast gull
#

lol

ruby flicker
#

i did tone down my modpack a bit

#

its not almost 300 mods its 171 now

native cloak
#

Lol

#

I forgot how long this took to launch

#

Bummer, I can't seem to find it

#

I'll looks a bit more

ruby flicker
#

@fast gull hows the code looking

native cloak
#

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

native cloak
remote marsh
native cloak
#

Ok good

#

Just making sure

remote marsh
#

Missile Launcher was from AC, which is just an equivalent of LethalThings's Flare Gun

ruby flicker
#

i do like how the gif cuts to black when the bracken got me

native cloak
#

Do you have a screenshot of the launcher?

remote marsh
#

Uh I should have a recording, sec

ruby flicker
#

its long i forgot to cut some parts

remote marsh
#

That's it yeah, sorry for tardiness on my end my video folder's a mess rn

native cloak
ruby flicker
#

tbh it should have been renamed "fire work launcher" cuz it aint shooting missiles

fast gull
#

okay this is just weird

#

advanced company dll has more company dll integrated

#

why

remote marsh
#

I remember specifically saying in the old thread that it should be called smth like "Fireworks Launcher"

native cloak
remote marsh
#

I can confirm that there is a morecompany.dll just, in the same directory that the advancedcompany.dll is just at for some reason

fast gull
ruby flicker
#

and here he is complaining about copy right...

fast gull
#

lmao

remote marsh
#

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 :)

ruby flicker
#

also did you know v50 was supposed to come out on feb 10th?

fast gull
#

do you have any mod that you suspect was just copy pasted over AC?

ruby flicker
remote marsh
#

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

ruby flicker
#

so he might have removed some code

fast gull
#

it might be just to make sure more company does not load

native cloak
fast gull
#

the original at least

remote marsh
native cloak
fast gull
#

For the code I saw I didnt see anything copied

#

but It might be just some methods or functions

#

I dont know

native cloak
#

I may have just found it

#

Hold up

#

Let me check it real quick

ruby flicker
#

find anything?

native cloak
#

no

#

This is the message I found

#

But this modpack doesn't have anything

#

I'm checking 1 more

ruby flicker
#

alr

old pasture
#

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

native cloak
#

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.

warm pine
#

wait advanced company...

#

its

#

its gone?

#

:(

ruby flicker
#

yeah

warm pine
#

im in denial right now. uuh.... anyway. yes...no... nevermind

fast gull
#

@warm pineFor the discussion we had before, I think you can get the same features with other existing mods

warm pine
#

(and portable terminal)

fast gull
#

Not sure about portable terminal

#

but I heard lategame upgrades and letal quantities have those features

#

Still, im not sure I never used AC

warm pine
#

lethal quantities is like...modpack balancing i think (you might mean lethal things)

fast gull
#

uhh

#

yea, maybe xD

ruby flicker
#

the closest mod you can get to the portable terminal is LC remote terminal

fast gull
#

It is almost ready

warm pine
#

Woohoo!

mental aspen
#

this mod is similar advanced company?

fast gull
#

There are some configs that were not on AC and some that are not in LCV (for now)

warm pine
#

so be prepared lol

ruby flicker
#

this is getting a bit out of hand

warm pine
ruby flicker
#

to much follows

warm pine
#

betterdiscord is fire. sadly i use the web only because im stupid like that

fast gull
#

@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

native cloak
#

Time to solo run 25x spawns

ruby flicker
#

i need 1000x spawns

pallid estuary
#

@fast gull do you think this mod will affect load times much?

fast gull
#

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

native cloak
ruby flicker
#

the game would prob crash at the loading seed menu

ruby flicker
ruby flicker
#

apperantly AC is back

fast gull
#

Im seeing the changelog and I dont like what is showing

ruby flicker
#

1.1.6 is what sticks out

fast gull
#

I dont know, the whole LLL seems kinda weird

ruby flicker
#

oh its gone again nvm

fast gull
#

I think it's not doing well with LLL

#

But it is in thunderstore

warm pine
#

im scared lol

#

i dont want to install it and mess up my whole modpack

remote marsh
warm pine
ruby flicker
ruby flicker
#

this still works well with AC since it doesn't have some of the features this has such as weather chance control

fast gull
#

yea this mod is completly different from AC

#

Thats why I dont like it saying that it provides the same features as this one

ruby flicker
#

somehow earth got the dustclouds weather

fast gull
#

If you have the "allow every weather" then its possible

#

or if you just modify the weather chance of dustclouds

native cloak
fast gull
#

It even works in custom moons or the company lol

native cloak
#

Stormy Company building is hilarious

fast gull
#

I kinda prefer the flooding

native cloak
#

Flooded kind of easy but looks funny

ruby flicker
#

flooded is more of a pain since i have oopsallflooded mod

warm pine
fast gull
warm pine
ruby flicker
#

would it be possible for a starting weather picker and moon

fast gull
# warm pine no

I will try to add compatibility but not sure how possible it is due to how it is implemented

ruby flicker
#

experimentation always starts foggy for me an option to choose starting weather could fix it

fast gull
#

ohhh

#

it always starts foggy due to how the game works

#

as the first day the seed is always 0 I think

ruby flicker
#

it starts at none but i guess the game likes experiment to start as foggy
i hate foggy

fast gull
#

I think you can already change this with the weather options

fast gull
#

If you modify the chances, it will modify the starting weather

#

At least that was the result I got while testing

native cloak
#

ya

#

just change something by like 1% or something and it should change it

ruby flicker
#

i will try to change the weather by 1% i hope it changes to what i want

#

oo forgot about the big interior moniter

fast gull
#

I mean you can just disable foggy or lower it a lot

native cloak
#

You know what's more scary that 1 Braken outside? 12 Brakens outside

ruby flicker
#

somehow it became ecplised now

native cloak
#

Try lowering eclipsed by 1

ruby flicker
#

still ecplised ill turn it off completely

native cloak
#

try setting it to 1

ruby flicker
#

now its flooded

#

which i want

#

so weird why it does that

native cloak
#

These are what I have mine set to, They work pretty good

ruby flicker
#

wait base game aint 50%?

#

for other weathers

fast gull
#

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)

ruby flicker
#

oh ok

#

ill test it again

ruby flicker
#

so do config's overrite varaibles

fast gull
ruby flicker
#

like enemy spawn weight configs

fast gull
#

I mean, I didn't understand your question at all to be honest

ruby flicker
#

do config files for enemy spawns override LCV

fast gull
#

Which config files?

#

LCV should have priority over other configuration mods

ruby flicker
#

like the config files for certain enemy's like scoppobia config to change spawn chance

fast gull
#

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

ruby flicker
#

ok

native cloak
#

Ya, I'm pretty sure LCV just multiplies whatever the number in the config is

fast gull
#

I subestimated the amount of time it would take me to update the whole ConfigurableCompany API wiki

native cloak
#

Lol

#

No rush

#

All that matters is it's good

fast gull
#

I've been fixing and writing for the past three days like crazy, I need to document a lot of things ;-;

native cloak
#

Sounds fun

fast gull
#

437 modifications (like 120 different files changed with more than 50 completly new) I need to document everything for like three different wikis xDDD

native cloak
#

Oh wow

fast gull
#

Now that I finished Configurable Company renovation, I will focus on adding the requested features for LCV

last isle
#

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:

ruby flicker
#

i like the new menu

rose sable
fast gull
#

Don't you like it?

fast gull
#

I received a lot of critics about it xD

native cloak
#

I love it

jaunty shard
#

here's my profile code, I guess there's probably some mod that's conflicting? 018dfb7d-2f68-d012-2528-d8cb6677ebf2

last isle
fast gull
#

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

last isle
#

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 ๐Ÿ™

fast gull
#

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

last isle
# fast gull Now you can do almost the same but you need to close/open the menu but I underst...

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" ๐Ÿ˜…
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 ๐Ÿ™

fast gull
#

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

jaunty shard
#

ok so I went through my profile and disabled and re-enabled each mod 1 by 1, I think the culprit is lethalExpansion

fast gull
#

That's weird, lethal expansion was competible the last version i checked lol

#

I will look it up however

warm pine
#

i accidentally clicked this like 10 times without thinking

#

sorry if that sent you something ๐Ÿ’€

native cloak
#

Lol

warm pine
#

it interacted like a button

fast gull
#

ohhh

#

no, its just a desription

warm pine
#

oh lmao

fast gull
#

so mods that done use it (aka the ones that didnt update their mod) show that message

native cloak
#

It would have been funny though

fast gull
#

I though of making something external sync but I tought it was a bad idea

native cloak
#

For obvious reasons

#

I may have just clicked it because it clicked like a button

fast gull
#

yea, its just a button to switch pages

#

It would make more sense if there were actually more than just one page xD

native cloak
#

LCV+ leaked

warm pine
#

any new options or just the delicious new layout

fast gull
#

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

native cloak
#

Lol

#

I like the new layout but also I haven't played around with it too much to have much Feedback

warm pine
#

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 ๐Ÿ’€. so i checked back and realized

fast gull
#

Yea, I think maybe the change was to big

warm pine
safe tundra
#

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

fast gull
#

I will just update the layout to make it more visible, at least for now

fast gull
#

ow wow what

#

Can you see anythink in the console?

#

Ill get into it right now, can you send me the profile code?

safe tundra
#

might take a while cuz the touhou models tho, i can remove those and re-send the code if you need

fast gull
#

Don't worry

safe tundra
#

they wasnt even enabled when i opened the game anyways but ye

fast gull
#

I already imported the project, let me open the game with the console and I will fix the problem

safe tundra
#

yeah, i got this in my log, dunno if thats normal for it

#

no red warnings tho rly, besides morecompany and lethalthings doing something

native cloak
#

That's weird

fast gull
#

hmm, I dont have the warning logs enabled

#

But never saw those yellow lines

safe tundra
#

yeah i got no clue

fast gull
#

That should not affect the display but I will look into it regardless

safe tundra
#

alright, no worries
For now i'll just use the older version

fast gull
#

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

fast gull
#

@safe tundraFound the issue, seems like the menu is somehow being added to the Personal assignments mod lol

safe tundra
#

and the creator hasnt updated for a while

fast gull
#

Well, the issue is related to them calling that panel "Canvas"

safe tundra
#

so i imagine your new LCV uses a similar popup system and conflicts
Yeahhh

fast gull
#

So doing a lookup for the scene canvas returns that canvas instead of the correct one

safe tundra
#

honestly i might just turn that mod off
cuz i heard the assignments are sorta buggy anyways

fast gull
safe tundra
#

Alright sweet, nice one

fast gull
#

@safe tundra Just uploaded the release with the menu fix, tell me if any other issue occurs!

safe tundra
#

alright ty! i will try in a min

noble jetty
safe tundra
#

Yep! works fine for me!

fast gull
#

It should work with any mod even if they change the canvas for any reason

noble jetty
elfin pine
#

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

fast gull
#

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)

fast gull
#

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

ruby flicker
#

noooo rip interior chances

#

player shield seems cool!

ruby flicker
#

can't wait for max hp amount hopefully it works with lethal regeneration when its out

fast gull
native cloak
#

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

fast gull
#

I just discovered a tool within bepinex that will allow me to almost do everything. Im testing if that would allow for interior checking

native cloak
#

oh wow

#

LCV about to get crazy

fast gull
#

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

warped ledge
#

Nice

fast gull
#

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
native cloak
#

I think by Planet

pallid estuary
#

took me a little to understand but I think by planet seems easier on eyes.

fast gull
#

Perfect then :)

fast gull
#

Hey!, what mod do you use to load custom levels? Let me know to add compatibility

native cloak
#

I think it's called Level Loader or something but I could be wrong

prime warren
#

Let me know if you need anything

empty willow
#

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.

native cloak
empty willow
#

yep

native cloak
#

Can you send me your profile? Ansuz is sleeping I think

#

I'll see if I can figure out the problem

empty willow
#

yeah hang on just a moment

native cloak
#

@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.

empty willow
native cloak
#

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

warped ledge
warped ledge
fast gull
native cloak
fast gull
fast gull
#

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

prime warren
#

can you please elaborate

fast gull
#

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

prime warren
#

oh

#

dont worry about that

#

working as intended

#

they should all be getting destroyed when you enter a game, no?

fast gull
#

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

glossy ether
#

this is just an average titan run

prime warren
#

hm

#

now that is odd

fast gull
prime warren
#

correct, they shouldnt exist

fast gull
#

I will notify right when I check if they get instantly destroyed or something

prime warren
#

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

fast gull
#

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

prime warren
#

they should be the same

fast gull
#

Alright

#

I will notify you if I see anything else, thank you

manic cairn
#

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

fast gull
#

Doesnt a small tag in the tooltio say it?

manic cairn
#

No, I didn't change that option at all

fast gull
#

Oh

#

You didnt change the weather override either right?

manic cairn
#

Yes

#

Weirdly enough I also encountered the issue when joining public rooms, even though I'm not the host

fast gull
#

Do you have any other mod that can modify weather or is related to it?

fast gull
#

One question for those who use the rolling giant mod, have you ever seen it in custom moons?

manic cairn
# fast gull Do you have any other mod that can modify weather or is related to it?

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'```
ruby flicker
#

oh thank god for a second i thought this post got removed but it was shoved to the bottom of my followed feeds

pliant lintel
#

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

manic cairn
#

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

pliant lintel
fast gull
#

@pliant lintel @manic cairn Do you mind sending me the profile codes to check the issue?. I also need the configuration for LCV

pliant lintel
#

also that happens even when I didnt touch any variables

fast gull
#

the profile code of your modded profile

pliant lintel
#

oh

fast gull
#

there might be a compatibility issue with sonething perhaps

manic cairn
fast gull
#

oh lol, dont worry

#

However keep in mind although LCV works with vanilla players, some options wont

manic cairn
fast gull
manic cairn
fast gull
#

is it correct that LCV is disabled? or is a profile issue?

manic cairn
#

Oh yeah I have it disabled due to that issue

#

When I enable it, the weather in my PoV is out of sync

fast gull
fast gull
manic cairn
#

Ah I see, so it's in the game

fast gull
manic cairn
fast gull
#

thanks

#

So your weather options were fully set to default, right?

manic cairn
#

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

fast gull
#

Right now Im testing the issue with a friend and we both see the settings correctly

#

Can you provide me with the save file?

manic cairn
#

Use save data 2

fast gull
#

you just need to send the LCSaveFile2

#

but yea thats okay

manic cairn
#

Ah okay, thanks a lot

fast gull
#

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)

pliant lintel
#

Oh alright, I'll try that, thanks

fast gull
#

Dont worry by setting it to 0, if you dont use the use weather override you wont need it

manic cairn
#

Okay, thanks!

fast gull
#

you will still have planets without weather :)

manic cairn
#

Okay that really worked if I'm the host, but If I join another room with LCV on, my weather is out of sync

fast gull
#

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

manic cairn
#

ah okay

amber pewter
#

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

fast gull
#

keep in mind this button wont appear in the challenge moon

ruby flicker
#

doesn't death penalty work without others with mod installed it just doesn't show the amount you configured

fast gull
#

it requires others to have the mod

#

limitations of the game

ruby flicker
#

oh

warm pine
#

is it normal for it to spam this

ruby flicker
#

hell im remaking my modpack again

fast gull
native cloak
pliant lintel
#

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?

fast gull
pliant lintel
fast gull
#

no problem!

fast gull
pliant lintel
#

now that i can spawn a lot of dogs naturally

#

i can feel more pain ahhaah

fast gull
#

seems like a fair scenario

#

maybe @native cloak does like it too

ruby flicker
#

i love setting quots to 131

ruby flicker
native cloak
fast gull
#

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!

ruby flicker
#

oo nice

fast gull
wintry eagle
#

Done ๐Ÿ™‚ Easiest that way to find among the pings.

fast gull
#

Understood, thank you :)

safe tundra
#

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

fast gull
#

as it needs to be synchronized, thus if clients dont have the mod, there will be desycn

safe tundra
#

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

fast gull
#

Hmm

safe tundra
#

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

fast gull
#

So the problem happens with the balanced setting, right?

safe tundra
#

yes
I will try with fixed today and see what happens

fast gull
#

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)

ruby flicker
#

what will the update contain

fast gull
#

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

safe tundra
fast gull
#

Ill look into the issue

safe tundra
#

I mean it worked in the sense we got extra time lol

golden swallow
#

Does anyone here know if this mod breaks vanilla compatibility?

ruby flicker
#

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

golden swallow
ruby flicker
#

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

golden swallow
#

Ok that's awesome. Thank you for your helpfulness!

safe tundra
safe tundra
#

yep
We always use the same mods + configs

native cloak
#

if I were you, I would try trouble shooting to see if it's caused by another mod

safe tundra
#

Set to Fixed, 0.75 speed
Do you use the ShipClock mod?

safe tundra
#

thats the only other clock mod i have

native cloak
#

do you by chance also have LethalExpansion?

safe tundra
#

LECore

native cloak
#

mh, I don't think that would break anything but try disabling that

fast gull
fast gull
safe tundra
#

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

native cloak
#

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

safe tundra
#

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

native cloak
#

Ya

#

Try re-importing your profile and see if the issue still happens

safe tundra
#

Will do

native cloak
#

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

fast gull
#

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

safe tundra
fast gull
#

There must be something that is modifying how the reset works

fast gull
fast gull
#

Assurance

#

Still assurance

warped ledge
fast gull
#

x10

#

I was testing the new update, somehow even a x10 is instant load

#

(the new LCV update, not LC)

fast gull
#

God there are too many configurations to test for the update

last isle
#

Do you need help testing?

fast gull
ruby flicker
#

what happened

fast gull
#

Nothing to worry about, humans being humans lol

last isle
native cloak
#

@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

fast gull
fast gull
native cloak
fast gull
#

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

native cloak
#

Huge

fast gull
#

@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)
native cloak
warped ledge
#

I'd prefer to wait for the full release

fast gull
#

Alright

#

Also sources tell me the game will update next week

noble jetty
ruby flicker
#

can't wait for v50

fast gull
#

I dont know what will the new version add but I dont think it will break many thing

fast gull
#

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)

ruby flicker
#

wait we get to edit moons now?

fast gull
#

Who knows ยฏ_(ใƒ„)_/ยฏ

prime warren
#

when do you change stuff

fast gull
#

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

prime warren
#

yippeee โค๏ธ

#

next update should be better to work with as a whole

fast gull
#

wdym?

prime warren
#

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

fast gull
#

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

prime warren
#

that used to be an issue before 1.1.0 but should be working now ๐Ÿค”

fast gull
#

wait really? :D

prime warren
#

can you describe the issue a lil more

fast gull
#

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

prime warren
#

ah

fast gull
#

not sure if I explained it correctly lol

prime warren
#

no you are

#

awake on scriptableobjects can be inherintly unsafe without validating the data little in this context

fast gull
#

yea, sadly hashes are not actually deterministic

prime warren
#

object comparisons should work

fast gull
#

anyway I found a workaround, was just wondering if you modified something about it

prime warren
#

nahhh thats

fast gull
#

and with large cache size, but that should not be a problem

prime warren
#

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"

fast gull
#

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

prime warren
#

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

fast gull
#

Yea, its sad that selectable levels load after the game starts

#

Makes sense but damn that made things hard

prime warren
#

we've looked into ways into solving that ๐Ÿค 

#

just not priority

fast gull
#

my way of solving it lo

prime warren
#

once lll is standerdized tho i do have all the vanilla stuff in lists you can access

fast gull
#

I tried to force the load but unity refuses to load them correctly

prime warren
#

whats that string in assign

fast gull
#

the planet name

prime warren
#

whats that for

fast gull
#

used as ID

prime warren
#

sorry king

#

gotta change

#

translations will break that

#

only slightly consistent thing is the object name

fast gull
#

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?

prime warren
#

the planetprefab?

fast gull
#

yup

prime warren
#

no mods change that

#

and for some vanilla moons its 1 prefab used between multiple moons

fast gull
#

alright

#

Still, I can modify the SelectableLevel class, I might add an internal ID with a preloader

#

As this is only really used for vanilla moons, dynamic moons are checked thanks to LLL