#Lethal company variables [Configure everything to your liking]. (formally LethalCompanyVariables )
1 messages · Page 5 of 1
i think only person changing them rn is me and that's while LE's on life support because i sanitise the names to remove illegal characters
Alright
Then I need to update the internal id to match something really unique
@prime warren Do you know any translation mod that I can use to check if everything works correctly?
the korean translation mod changes them i think
Thanks
@prime warren Bothering you again may I ask if you could give me the link to the mod? I cannot find it
im not sure tbh
I think I have found a way to make it work regardless of translation mods or anything changing the PlanetName
The idea is to fully abstract the SelectableLevel under a wrapper, only binding it within the awake
keep in mind for lethal expansion that will happen multiple times
There is no way anything can conflict with it as they would need to bypass two checks
that's weird
anyhow I jsut need to make sure it points to the correct SelectableLevel with the bind and should be fine
Why does LE do that? lol
when le was made it was made under the impression you couldnt use the basegame classes
because of scripts not being allowed in assetbundles
so it uses their own scripts and it converts at runtime
yea but compatibility wise that wasn't though to really work with mods
tbh my first version of configurable company didnt work quite well with better saves
but the thing is, didn't LE update?
le hasnt had major updates in a while
Im focusing more on adding compat with your mod than with LE
seems like LE is kinda legacy, isn't it
That would be awesome!
ye
Translations seem to work fine except the change of the font does not fit in the space that ConfigurableCompany provides lol
@prime warrenJust wondering, does your mod provide any way to differenciate if an enemyType comes from the vanilla or from a bundle and is just a clone?
you can find all the vanilla ones in LethalLevelLoader.OriginalContent but after i restore levels they should all be dead
Yea, the problem is that I need to differenciate the originals from the clones before the game starts
When do you populate the Originalcontent.Enemies list?
i suggest not doing that
when the game starts
Alright
how are you even getting the originals before the game starts
Need to to allow configurations from the menu
Enemy Types are loaded in the menu
I just add an Awake patch
I mean, I preloaded the awake method
so I know for sure every enemy type will be cached
But yea, as you said, assets are an inconsistant mess
Still, managed to do the same with the SelectableLevels
that would be great - I have a few custom moons that cost too much/too little and would be cool being able to edit them. I get that being custom add a layer of complexity.
That is already done in the update :)
with this mod is it possible to see all the prices of the moons in the terminal?
This mod adds an Ingame menu right before the game starts that allows you to modify variables from the game such as deadline, weather and stuff. It does not add anything to the terminal
There is an update in progress that will add a bunch of new configurations, yet again without modifying directly the game interfaze or game mechanics
Is this mod an alternative to LethalUtils?
and does it override enemies which have their own configs?
@soft ridge You can have both but some configs will be overriden or appended
But nothing will break
alright thanks
Hi there! I haven't installed any time-altering mod for a while. Today I decided to set the day duration multiplier to 1.2 and - as a host I had the proper time value but the clients didn't?
Do clients have the mod?
I'm not 100% sure other mods aren't conflicting tho. I'm just suspecting it's not getting replicated. Or it's getting overwritten
sure, they all have updated their profiles with my code before playing
There is actually one instance where this happened but I wasn't able to replicate
So all players have the mods updated
Hmmm, then there might be something conflicting
Hmm
I haven't entered into the world on how custom moons manage the time
Does it use LLL to load the custom moon?
I don't have more elements to give you at the time, I need to test it again. For now, I'm just suspecting it's either not getting replicated - or it's getting overwritten(on clients only)
lemme check, 1 sec
ah.
"Spring Factory V1.4.5 - an additional spooky moon for your modpack
-Coil Heads are the only enemies that spawn here.
-12 Fire Exits. Pop in and out of fire exits to avoid coil heads.
Changed name to "Factory X"
**Fixed Day Length to 1 **
NEW! Extended the gondola to ride across entire map.
NEW! Made gondola bigger.
NEW! Added 4 more fire exits.
NEW! Added secret tunnel.
NEW! Made the day length longer."
I might need to check if it's getting overwritten
hmmm
Somehow I feel like I see the issue
I never noticed that "Fixed Day length". That seems unnecessary ^^ why forcing it?
I don't know, im with you, seems unnecesary, I suggest notifying the author and seeking out a response on what is the reason behind that choice, maybe it can be removed
or synchronized
"Fixed Day Length to 1
NEW! Made the day length longer."
eh
I'm a bit puzzled. that's totally unnecessary. (also the map is a bit...clunky for other reasons but that's another story. I'm pretty sure Unity can handle moving platforms and having instances on top of them to move along - doesn't happen in this map tho. Maybe their implementation was a bit naive)
Keep in mind some times it might be the first time the developer is maybe using these tools and APIs, is completly normal that they may strugle with controls and some features may not work correctly, its totally normal. I kindly suggest to contact the author and look out for an answer
nevermind - unless there's yet another way to override that override, it's a map-specific issue.
oh right, I'm using FIXED mode
balanced mode will adjust the time right when the ship lands, it might be able to override the setting
let me know if it works
any chance to make it happen with fixed as well? Not a fan of overriding the overrides but at least both would work in the same way (if it's getting replicated as well)
That might break the principe that holds the fixed mode
Don't think of balanced and fixed as a way to override settings, is just a different implementation wich might be better or worse depending on the situation you want
balanced is mostly though to allow to set very high or very low speeds without breaking the start and end of the day
I will. Not a biggie. I was just - very puzzled by this behaviour.
I'll try to get in touch with the creator - that map is getting a bit "too much" customized to work well with other mods.
This might actually be it
if you remember from my clip before Ansuz, we was on Atlas Abyss
i also remember it happening on Solace
I cant recall it happening on a vanilla moon, i am trying to think
Hmm
this happened with both balanced and fixed.
It would surprise me if those maps all shared the "fixed length at 1" feature
Do you know for a fact if it worked on any custom moon?, maybe I need to look into different custom moons and see how they implement their time to try to increase compatibility
or maybe is just some moons that are just fixed for any reason
i can try again when i next play with friends
yup, here the description clearly states it. Still, IMO maps shouldn't be doing that at all.
If any, they could suggest a multiplier but enforcing it risks to break a lot of things (and cause out-of-sync issues)
i'll keep asking them what time it says for them when we next play
we'll try vanilla and modded
all the moons we use are LLL moons basically
I think the creator is totally allowed to just lock the day speed (at the end, daytime speed is a very weird feature) but I also think that if it enforces it, it should also make sure to synchronize it
hopefully v50 is going to just have a per-moon day-cycle multiplier, as makes sense that different moons have different day/night durations.
That's good cause the newer version im heavly trying to compatibilize LLL rather than any other moon loader
they already have
but is not used
there is literally a variable for that, it does nothing
Wait no, it is actually used to calculate when does the ship need to leave, but nothing else
oh. I had no idea. That could very well be used to fine-tune and differentiate moons. I'm quite surprised it's not getting used (yet). Hopefully on next patch.
meaning makes sense to see the day desynchronized but see the ship announce it's leaving correctly
yea some things are not used
For example I tried to create a config to allow a more total amount of scrap value in the level, but it wasn't being used so I had to create my own implementation
yeah, I'm not surprised. LC reminds of Valheim on so many levels 😛 Especially the networking part 😛
Well
I like the network stuff in some sort
I dont really like the rpc system
but the message (unused) system is very good and is what Configurable company uses for realtime synchronization
still, better than minecraft modding
ahum, I have no experience in that. BG3 already burnt me out - I trust your experience, I need to recover a bit ^^
BG3?
Baldur's Gate 3
I mean I dont really do modding, I just have studied programming and flow with it lmao
ohh, I saw that game, it's very good
yeah, same, "I'm just a programmer" 🙂
Yup, it's good and has even a New Game option 😄 (I'm looking at you, DDogma2 :P)
They're still making major changes -After- exiting Early Access, so I gave up with modding it at all ^^
But, I'm getting sidetracked here, apologies.
Thanks a lot for your time and efforts @fast gull ! 🙂
I only know about the backlash DDogma2 had, nothing else, too bad capcom
they made one of my favourite games of all time, sad to see it
No worries, let me know if balanced fixes the issue, otherwise I can still look into it before releasing the newest version
You mean korean translation mod?
fack the autocorrect
yea, I needed it for testing the mod update
but any mod that modifies moon names & enemy names works
well the Korean mod is actually not the one we usually know, it modifies the whole system files
Here's the file if you need it
so I took some research and turns out he modified unity files with the program tool named uabea
If you know any other mods that modify language files I would love to know and check compatibility
Yeah korean translation is the first thing that doesn't use BepInEx
For some reason weather is desynced even though i have all the weather modifications disabled. How can i properly disable weather so its synced?
@reef cliff There is currently a bug with the weather configuration, if you are hosting a game, you must set the "no weather chance" to 0 or the other players must also have the mod
Like this?
yea, like that
as long as its 0 it should work fine
otherwise, you can tell me back to see if is there any other issue
hmm for some reason the quota isnt being effected by this mod
even though I set it to 200
@soft ridge Check if you have any other mod that changes it, for example lethal quantities
I have dynamic deadline
but that doesnt seem to be working either
Guess I'll turn that one off
@fast gull I just updated my modpack and Lethal Presents added this, can you see is LCV is compatible?
That is what I said but I don't want to remove Lethal Presents
wdym?
and is it?
I can see if you think is like AC or if I should have checked compatibility and get trolled lol
ok so it doesn't do anything?
Nah, from the source I can guess it just puts a image onto the screen
Maybe an "April fools" or something
Don't worry Im trying to make LCV have as much content as AC had, even more because I have tricks upon my sleeve
Im kinda ill right now to truly work on it with the testing but is in progress :)
AC didn't have much to begin with anyways
i mean it looked good
Is just I didn't like the nature of the mod, the idea of just absorbing smaller mods or even bigger mods, strive for uncompatibility and a monopoly
I actually found it in my modpack today. Was it added as a requirement? Was it something else that got wrapped in April Company to make a joke? ^^
Oh. Mistery solved. That's how I got rick-rolled, lol.
Guys, bad news
the Rolling Giant mod will not be compatible with custom enemy probability (only in custom moons)
This is due to how that mod handles adding the enemy probability to the levels, not allowing other mods to modify it
luckily I don't run custom moons but that sucks
This might be an issue with the Shy Guy and Peepers then, as they have their own custom spawn logic too
As long as they set their spawn probability in a nornal way and allow mods to execute code after their spawn
its in custom moons where it works fine by default xD
Anyhow im searching for alternatives
After checking out latin localization everything worked fine but after disabling the mod and removing it, my game and terminal are still in latin . _.
Oof
||did yall hear about the v50 beta?||
||yea, however I will wait until the release to update the mod for v50 as I want to experience it without spoiling the game and new features lol||
ok
Not sure if I mentioned this, but now enemy compatibility should work with any single custom enemy regardless on how they are implemented
Also, there is only one thing before I update the mod, I need to make sure those issues with the previous version are fixed.
If you had any issue with the current version let me know @here to check what remains unfixed
any single custom enemyai/enemytype im assuming
yea, so farAI are not modified so only enemy type is taken into consideration
yeee
iirc diversity is going to move off enemytype/enemyAI in the future
to its own custom thing
So far looking at the new update, 10x spawns about to go crazy. There are a few changes that I'm not the biggest fan of but there are a ton of features that I do like.
|| I think Nutcracker crouch tech being patched is not a good change, it just makes the game so much harder as a solo but the addition of new moons might change up my strats, we will see. I do like the addition of a new weapon but I do feel like it's still better to run a shovel because of the range and damage. Overall this update should be very fun for 10x runs. ||
With a squad though, this sounds very fun. To be fair, the game isn't really meant to be played solo with 10x spawns lol.
So far if anyone tested the new update (I wont be testing it until release, nor I want to know what the update adds) if you could let me know for any issue you find, that will make the mod update a lot faster right when the time comes
I have not tested the new beta yet but everything should work.
I wont spoil anything from not, nor I want spoilers
this same morning someone just spammed me a dm with a bunch of content with the update, painful
Ya, you're all good
Oh that sucks
I probably won't be playing the Beta either but rather waiting for the full release.
yea, I want to experience it full release and enjoy the final state of the version
not something that might change
well
for you, the new LCV version might have something you will enjoy
who would have guessed spawns could be even more complex
it is possible I just didn't though about it lol
Oh lol
I might add it as there is time
These are all the things I can easily change implement in like half an hour
some things do absolutly nothing
I might be able to modify others, except others might be more complex
You can change how fast enemies open doors?
I didn't even think about that but that would be huge
Ya, being able to nerf coilheads would always be nice
And I'm assuming setting canDie to true makes it so coilheads can also die?
maybe, yet health is nowhere to be found
so I might need to change their AI for them to die
It would probably be set to a default value which may not be possible to change
nah I can change default values
doesn't matter if unity tries to change them back
that's what I had to do with levels lol
Oh nice lol
I guess, that's a placeholder, the game might not even use a 3
I see
Well for now I won't delay any more the update
its been a long time
I only need to fix the issues with weather from the previous version (make sure they are fixed in this one) and everything should be ready to go
For the weather issue, you just had to set chance of no weather to 0 right?
I sadly had to remove two configs, "Hide weather" and "Disable signal translator limit", which I might implement if I have enough time or in future release
Im not sure, everything seems to cause issues with weather synchronization if the other player does not have the mod
which is fine as long as the default configuration works
I didn't use Hide weather and Signal translator limit should be readded with the addition of being able to change the text speed (if possible)
(that's what the Synchronize with client means)
My signal translator needs some rework, for example to add that option or to not limit the input in the terminal itself
but the hidden weather is just because I had to disable it for the custom weather chances
I see
I am thinking of making a "vanilla-ish" modpack that just has LCV and a few enemy remodels and sounds (Nothing that adds modded enemies or changes how they function), just to see how far I can get in vanilla with 10x spawns.
Custom moons are more variety than function anyways
They just add more to the game without adding more to the game which I like
Yea, I like em for the same reason lol
I mean as long as they fit in and aren't just a free S+ tier moon, I don't mind them.
yea, or a 3 mile plain with nothing in sight
True lol
Dunno but a lot of custom moons seem like they are oversized
like if someone made their scale x1.5 for some reason
Or maybe we are just used to running Titan lol
I know what you mean though
A lot of custom moons are oversized
titan is the one I tend to not go loñ
Really?
Just because I like more the mansion interior
That's Fair
But yea, titan is kinda easy except when there is storm
You can change that with LCV now right?
Is that possible?
I just tinkered with it, but is still WIP, need a reliable way to get their chances
if I did it for inly vanilla yea, totally possible
but needs maintenance with the updates
Oh but for custom interiors, it's probably tricky
It might be easier for custom than from vanilla
just because they are loaded before the game, not after
the issue is with the binding to a configuration and the binding between vanilla and custom content
Oh
Anybody else crash
using this mod?
@fast gull @native cloak
idk why but i crash
when i use this mod
When do you crash?
when i press start game
Like all the time or just sometimes?
mh
ya
ok dm
k
oh
Send me your modpack code
no not that
oh
It's located in thunderstore in settings
018e9bcf-ccaa-e0ef-a306-7d117a82835b
Thanks, I'll check it in a second
alright
i think its just this mod issue
as everything else was fine
- i only use terminalapi hookgen and bepin and it was fine before this mod
There are a few ideas I have on what it is
what is it?
if it is, is there anything i can do
i think i found the problem
lol
um
@native cloak
dm
I'll check it
?
It is a Thunderstore issue
Just reimport your profile (With the same code you sent me) and it should work fine
ok
Thunderstore has an issue where it will sometimes enable other mods even if they are disabled
Pretty sure in this case, it is picking up Lethal Expansion or something
ok
I don't have "issues" with the mod in particular. Yet, in r2modman when "exporting profile" to reimport or share it, the whole config of the mod gets wiped out. Or, apparently, doesn't get exported at all.
Any chance to have it saved in a way compatible with r2modman export/import system?
That is, without requiring extra manual steps?
Easiest way would be to just save it to your clipboard and paste it into the new profile
yeah, I thought about that (as long as it's guaranteed that clipboard content gets correctly parsed after a version change).
So, was this a known behaviour?
It may sound lazy but - I'd like to be able to store its config just as other mods, if possible, as it's "standard". That's why I'm asking if it's possible to have that.
As in "having per-mod specific actions or procedures is prone to make the user forget about them in the long run"
(and, think about if only 10% of the mods required similar, or completely different ad-hoc steps. In my case I'd have to remember about 17 mod-specific "peculiarities")
That's something Im planning to add but I don't know if I should put the whole file using the bepinex config
I will be adding a "prefab" option that will be exported with the profile
You can check if it’s in the export by exporting as file and renaming the extension to .zip
r2z -> r2 zip
@fast gull Are you adding individual weather settings to moons in the next update?
sorry Neat, did not mean to reply to that
Im working on it, but there are to many things in the next update so I want to split the development
Anyway, its being added, but not in the 2.0.0, maybe 2.1.0
ight
Don't worry, 2.1.0 wont take as long as this one did lol
Because since I made this "Vanilla+" modpack, I have weather set to normal but I wouild like to be able to randomize the Company Building weather too
Weather will mostly stay as how it is now because I need to change some things before adding it individually
And because due to how the game does it, detecting custom weathers is kinda impossible without explcitly knowing what mod adds it
what other custom weather mods are there?
Two or three, I checked using hell weather
I do know about that one
Is there more though?
I would love to see some other weathers even if they are just visual
Sadly almost no one develops them, they are very hard to compatibilize
wdym
Like can you make the player slide everywhere?
hmmm, it is possible but I need to check the player's unity stuff rather than the variables of the game
I see
Because what if someone added Snow as a weather option and it just makes the player slide around
could be funny yea
but I'd rather not add custom weathers until it gets standardized for modding
soon
with your api or did zekens modify the weather enum?
👀
mine
alright alright cool
btw will it detect those weathers not implemented with LLL or just those that use your api?
Ya, ever since I reset my PC, it's there
I left 2 items because of this
I believe there's also another internal copy the mod manager does on each export IIRC.
I think @fast gull confirmed it's not an "it's me" issue, it's like this by design.
I do understand it's extra work (also, I don't know the inner working of the mod manager), but since there was an explicit request for feedback before going on... ^^
I just hoping the 49->50beta isn't going to give more headaches than expected ^^
Probably shouldn’t play modded beta
yup, definitely wasn't suggesting that - I'm sometimes a bit of a masochist, but not at those levels 😄
you played better than we do with x1 spawns now lol
yea this is by design but its planned to be modified (I need to change Configurable company for that and that takes more time)
Guys, chicken is out in the oven
Just a few hours
Bro's done cooking?
lol
yea, everything is ready, I just hope everything works fine
Nothing compares to my playtime on Fortnite
The games like 7 years old I think
It was better when it was 12k at 5 years
I think I dont even have that many hours in minecraft
I ran into an issue you may want to look into before posting it. Enemy spawn caps have a chance to spawn over the limit. I just got 2-3 Ghost Girls when it was set to 1
lol
I find no way to replicate that
Keep in mind enemy caps are only used for vanilla spawning, if some other mod decides to spawn an enemy, it might not count towards the cap if not implemented correctly
Internal copy?
Oh, what is that, what could it be, I wonder if it could be what people have been asking for a very long time
what that
Prefabs that can be shared with the profile
oh
I don't have any other mod
Here's the modpack btw if it does help 018ea1e8-0a6f-c047-7660-a7247de4d442
It also has scan enemies so you can use that to check
It does not happen all the time but it does sometimes
Sadly it doesn't scan stuff like ghost girl so you'll have to use the console for that
But other than that I think that's the only other thing (Other than weather) that needs fixed
I'm also testing the Beta right now and everything seems to be working right now
Wont say any spoilers but LCV is working as intended
hmmm, I will check if in the newest version is fixed
alright
thats good news, thanks for the effort checking it
I will also let you know if it still happens when it releases
No Problem
so far it worked as expected when I tested it
Weird, idk what caused it. I've seen it happen twice on the same run, 1 with Ghost Girl and the other with Centipedes. There may have been more but those were the only ones I noticed. Must be a low chance of happening.
I think for Centipedes it was on March and I had the number set to 5 but it spawned 6 and Ghost Girl spawned 2-3 times on Titan when set to 1
If you find this issue I would love if you could send the console log
Next time I run the game, I'll turn on the console
Alright thanks
No problem
Testing the new feature seems fine, not sure if its the best implementation but surely you might like it
They will be shared with your profile
That will be helpful
You can now enjoy those presets with the latest Configurable company update
2.0.0 (for v49)
This version has reworked the whole LCV system, report any issues here and will be fixed ASAP
Modified
- Now makes use of the new ConfigurableCompany 3.0 API
- Individualized settings for each moon
- Reworked
daytime speed,weather probabilityandenemy spawningconfigurations. - Reworked project structure and internals
- Configurations are now split in different pages for better organization
Added
- Added LethalLevelLoader compatibility for custom moons
- Added
scrap amount rangeso levels will have at least and at most the values in the provided range - Added
enemy spawn rangeto clamp the spawns to a minimum and a maximum
Fixed
- Compatibility issues with players without the mod and weather disalignment
- Daytime speed problems with players without the mod
- Fixed compatibility with a lot of custom enemy mods
Check it out!
https://thunderstore.io/c/lethal-company/p/AMRV/LethalCompanyVariables/
I'm getting errors with the new version:
No, I don't even know what that is, haha
I am having trouble taking a screenshot for some reason, but the LCV menu is expanded on game launch with a bunch of gibberish
Don't worry that error has all the info I need
I will upload a fix in 5 minutes fixing it
Awesome
Alright, I just pushed the fix, sorry for the inconvenience
@hereMake sure to report any issue you encounter
No problem at all! Thank you for the quick fix. I'll test it once the Thunderstore cache refreshes.
Fix seems to work! Thank you!
Awesome, let me know if you encounter any other issue
Hey, sorry if this is a dumb question, but Im guessing the mod should just appear in the main menu, correct?
or some sort of tab
It will appear in the top left corner of the screen while selecting your save file slot and game name
If its not doing so, check you have the dependency (Configurable Company)
I do have the dependency, but didn't click that far x)
I was assuming I broke something elsewhere since I know its not the first time, but maybe the other mods i couldnt find are in a similar spot
thank you kindly
No worries, also note you can have different configurations for each file :)
thank you for using the mod, glad to help!
I'm pretty good at breaking stuff so I'll let you know
So! it turns out the glowsticks mod also broke this from loading somehow lmao
Do you have any mods disabled?
I have the glowsticks one disabled now
is that the only one?
yeh; cause it didnt break just this. It broke worlds from loading, it breaks the terminal unless a setting in LC api is changed, it breaks suits
I think I also had a problem with glowsticks breaking other mods, I would ask the creator of it
Do you also by chance have Lethal Expansion?
I do, and that has no issue with it
I think that does break a few things like starting money and quotas and stuff unless if that was changed with LCV this update
Might be worth checking those settings just in case
I'm getting this when I open the Configurable Company tab. It's not a compatibility issue, I disabled every other mod I had and had just LCV and Configurable Company enabled, and it still gave me this.
Try reimporting your profile
Thunderstore has some issues with disabling stuff
If that doesn't work then send me your profile and I'll check it out
K reimporting right now
Can the new trap(the spikes trap installed on the facility ceiling) 's spawn rate be modified in a future update? It's kinda annoying to deal with those stuff
how can a glowstick break that much
seems like LCV is not loading, did you fix the issue reimporting?
I will look into it to make that stuff compatible. Do you mind providing the mod link?
I meant the new vanilla update
||v50 seems to include these traps later||
Anyway @pliant lintel the stuff from v50 will added after it comes full release, not during the beta
(V50 spoilers please don't click if you don't want to be spoiled if you click it I have no responsibilities)
oh alright
but dont worry it will be added
that's a good news 👍🔥
One last think, I dont reslly know if AC is still arround here but if you guys want some configurations from that mod, I can modify almost everything from the game except interiors (for now)
just saw that update and it very good
I think it's more the core mod
I just remembered having a ton of compatibility issues with it
what is the core mod?
I don't remember, it was a while ago
Oh, okay
One last thing
Do you guys see in the options a page with every single planet ||except those from v50|| and individual configurations for each one?
I'll check tomorrow
The average amount of issues with the mod gone from 3 to 6, this is not good
I have an issue:
if I don't play with lethalLevelLoader, it shows this error. I don't think that lethalLevelLoader is a dependency.
That's a known bug, im currently fixing it, for now you can add LethalLevelLoader to your modpack and the issue will be gone.
I will push the fix as soon as posible
ah ok thanks
@wicked gale I just pushed the fix in the version 2.0.2, I had to rush it a bit but everything should be fixed by now
thanks
from 7 to 2 issues, everything should work fine for everyone!
weird issue..
what version of LCV and ConfigurableCompany do you have?
Latest version, i also did reinstalling
nothing shows
Alright, do you mind sharing your profile code? I will look into the issue
Also, just to clarity, are you SillyCubeGuy on github?
who is
uh no
018eb3d4-781f-1c14-196a-6a78c9e50b01
anyways here
Alright, is just that someone reported that same error like minutes ago
Seems to be working
Can you check if the issue occurs in v49?
@pliant lintel Seems like an issue with v50
oh
I will look into it, if it's something not that core-braking I will fix it, however, as many of the beta things may change, support for it will only be granted upon full release
alright
@pliant lintel I made a hotfix that could solve the issue you are currently having, I however would love if you could test it as im not familiar with the v50 nor I have played it yet
alright hold for a min
Alright
does it take a bit to upload the hotfix update?
Okay, it's a debug version however
I will send you via MD for safety
@here ```c
2.0.3
Although not compatible, the latest release will allow the mod to load some modules (configurations) and will just ignore those that are broken due to the update.
Thanks to `rtfreal` for testing this feature.
V50?
@dull estuaryLCV is partially compatible, some features work and some don't.
The mod does not support v50 but will support it once it comes a release
Alr bet
|| Stuff like new monsters and stuff should automatically be picked up. || No not click if you haven't played V50 and don't want spoiled
|| I'll be testing later to make sure stuff like enemy spawns and moons work ||
Bet
@fast gull Enemy power and Capacity don't open
Also all scrap values are higher than vanilla and can not be changed
all of this is for v50 at least, have not tried base game
It looks like 2-3x if that helps
you too? experiment for me is like 1 thousand
worth of scrap
v49 btw
Yeah, it’s kinda why I moved away from this mod. It’s very convenient to have the in game menu but, the scrap values changed and I could get like 800-1200 on assurance.
yea v50 remains unsupported for now
serms like most of the stuff may need to be rewritten
wait, v49 same bug?
yes experimentation sometime has 1k worth of scrap infact every moon is in the 4th digits
Im sorry to hear that, I you could share the profile code I will fix the issues
uh, can you send code, i will check what is happening
018eb7cc-8a4a-4655-a577-70783f226033
it has bepinex faster load patcher remove if you want
nah i will test with everything as I dont know if its something breaking compat
damn it and I though i could just have a relaxing sunday lol
very scuffed modpack i left it for 2 weeks inside monsters roam outside now...
@ruby flicker did you save your config as a preset?
so it gets shared with the profile code
it should at the most part be stable
wow, it really takes a long time to load xD
yes
next game launch faster asset load should apply since first launch with the mod has to do something
i get caried away with modded moons tho
there are a few custom moons
just a few
lol
Also, @native cloak do you mind checking in v50 if the console shows any errors?
I can do that real quick
preset should be saved
is the one called sword?
yup
Thank you
Do you want me to load into game too?
how can i show this menu in lethal company?
The error should appear after you start a game and enter a planet so yea pelase
You need to click host and it will appear at the top left corner of the screen
<3
ight
so what did you see
Also at the bottom it looks like enemy spawns capped
I have enabled debug mode to see what is happening, the game is still loading tho lol
why am I at the nasa supercomputer
lol
did you use any enemy cap?
i don't remember touching them
Only the settings from Global enemy spawning tabs, the other 2 do not open
I mean, if the config does not show, the default value should be applied regardless
But is normal that enemy caps and enemy power not open as that class was changed in the v50, so compatibility broke
So it does open in v49?
yep
ok good
so the only bug I have noticed is the scrap one
nothing that can not be fixed, is just that as the beta continues to add content and modify previous content, adding compatibility each time something changes is not a good idea
Im checking it
however
I saw that LethalExpansion causes maps to not be assigned correctly
yep, planets from lethal expansion do not show
I do not have Lethal expansion
i meant for supernova
oh
LCV should override everything that is not a multiplier but append everything that is a multiplier
so did you see anything with my modpack
I see
Still checking, don't worry I will ping you as soon as I find the reason
ok
@ruby flicker @hushed thistle I found the issue. I will push a release, if you want to play without the issue while the update arrives, just modify the Planets > Global > Scrap value multiplier to 0,4
alr
But remember to set it back to the default once the update arrives
is 0.4 default value?
oh lol
if was like this round.scrapValueMultiplier = ValueMultiplier;
and I had to set it like this round.scrapValueMultiplier *= ValueMultiplier;
do you find the difference?, yea, a single character lmao
my bad, I will fix this asap
happens, this is why we beta test it lol
Anyway this will also fix your issue Cooljs with the scrap value
Again I am sorry for all these issues, they are small and simple to fix, but I should have tested better before releasing
I mean you added like 200 settings or something like that, there is bound to be bugs
We'll get them all fixed
I've been trying to compatibilize LethalExpansionCore but due to how it is implemented, I am currently unable to cache the levels it registers correctly
@here ```c
2.0.4
### Fixed
- [Regresion] fixed default scrap value multiplication using incorrect value
- Fixed null pointer when registering non-compatible planets from LEC
Huge
somehow i didn't get pinged with the here ping
So I think for v50 Imma use the old version of LCV since the enemy spawning works better for that and for v49 I'll use the new one since it is very customizable and I do like the prefabs more
At least until v50 fully releases
I think the new prefabs system saves better
Btw what features from enemy spawning do you miss in the newest version of the mod?
as almost everything has "the same" implementation
I haven't seen the other 2 tabs yet since I haven't ran it on v49 yet but I'm always a fan of even more customization.
wdym the other 2 tabS?
Enemy Power and Capacity
Since they don't open in v50
not sure if they will work even in the old version
as v50 directly modified how those settings apply
The previous version of LCV (before v2.0.0) worked with v50
Including enemy spawns
it's weird that individual enemy caps are not working with the latest update tho
I didn't test individual enemy caps with the previous version of LCV but I can try it tomorrow and see if it works for v50
One more thing, you dont need those tabs to modify the game the same way you modified it in the previous version
Enemy power lets you change how much power that enemy consumes
and cap is the same as the v49
yea but that is only for the enemy power of the enemy
you can modify the power of the level as with the previous version
except this time is individual for levels
I might need to add a global modifier for them
yes
That is the menu you cannot open
but that is the same as the previous version
capacities per enemy
I see
For me, whatever changes you made broke enemy power or the spawn curve or something for both vanilla and modded moons
On Offense we had like...what....a thumper, demogorgon, 3 nutcrackers, 2 coilheads, boomba, slime, lootbug, spore lizard
I have made no modifications to the power or enemies in any other configs. All i did was add modded enemies to the pool of enemies that can spawn in the LLL config which worked fine until this update
The spawn weights was: Centipede:27,Bunker Spider:44,Hoarding bug:16,Flowerman:3,Crawler:55,Blob:32,Spring:25,Puffer:7,Nutcracker:2,Masked:10,Herobrine:2,Boomba:15,Locker:15,Shrimp:5,Demogorgon:30,Shy guy:15,HarpGhost:0,Gnome:5
All within a pretty early amount of time
At first i just thought it was a typical offense moment (max power of 16), the 3 nutcrackers was suspicious though
But same thing happened again on the modded moon solace.
Max inside power count is 10 there, and normally not too much spawns
Again, we got a crap tonne spawning in, including 2-3 nutcrackers, which only have a weight of 1 each
Hoarding bug:35,Centipede:25,Blob:20,Bunker Spider:20,Crawler:15,Flowerman:10,Masked:5,Nutcracker:1,Herobrine:1,HarpGhost:13,BagpipeGhost:0,Locker:15,Shy guy:4,Boomba:8,Shrimp:5,Demogorgon:5,redGnome:15,blueGnome:15
Also dogs normally take a while to spawn outside and we had 3 by like, what, 3pm? 4pm? which is really early
Disabling this mod and reloading fixed the issue
And again, i made no changes to the spawn curves or power settings in the LLL config nor LethalQuantities
i just added enemies to the pool in the LLL config and changed their weights
is this issue happening in v50?
v49
018eb926-de73-b27f-dd5d-f695c55f1913
also, did you save that config in a preset?
Just so I can load it without needing to share it directly
config for what? LCV? LLL? LQ?
LCV
i can check
you can save it as a preset so it gets shared with the profile
so if you could create a preset with the config and then share the profile code, It would make it easier
i will take a look
This issue also happened the day prior
We removed all enemies except 1 modded enemy from the list of inside enemies on solace to try to test it out
And then we still got the vanilla enemies and modded enemies spawn as well for some reason which was driving us crazy
So we then just turned on LethalDevMode and spawned them ourselves to test
At the time i didnt know what was causing it, but i now suspect it was LCV
And again, yeah there was multiple nutcrackers again on a moon that has a really low spawn chance for them
so its like the 3rd time in a row
how does this work?
Yea, there is definetly something weird in there
Dont worry I will check with your code and see what is causing the issue
LCV?, It adds an in-game menu that allows you to set different settings to modify the game
There are like 200 configs or plus with the 2.0.0
however the settings are set while in the menu before joining the game
thanks, with the downfall of AC I though some people would love this expaneded freature that came with 2.0.0 to allow modifications per planet and per enemy
uh so, what do you want me to do?
I would love if you could create a preset with the configuration you are currently using
so just do Save preset with a name or use the default one
like AC?
then share the profile code
I dont know everything that AC had but I knew how large it was, so I updated this mod with a version that had a similar depth
However is not the same nor my goal is to be AC, this is completly different but similar in depth of configuration
What so, in the top right, type something random like ZetaTest in the "Default" field and hit save preset?
yea
you can also just use the default one
does the power configuration also work with modded enemies?
Everything works with custom enemies and moons (from LLL)
except from the issue that Zeta has right now
alright, i saved to ZetaTest and Default
its the same either way
018eb935-ac1b-c075-3cd5-bac3f12a1fab
Been testing yesterday's build quite a lot and works beautifully ☺️
Only things "off" were:
- out of sync time of day in clients, even if they had the mod and the same settings of the host
- moon prices and enemies hp/invulnerability still can't be tweaked 😛
Moon prices will be added in the next release, promise
However time of day seems a bit weird, can you send me the profile code & config
@safe tundra After debugging for a bit I found that LCV is getting a really high value of spawns (before any modifications are happening)
And I am testing in experimentation right now, but the enemy probabilities are unmmodified
Same goes for the maximum level power
and is this just LCV bugging out or something in my pack?
@safe tundra After staying in multiple levels until 12pm I wasn't able to replicate the issue. I can only suggest the following:
- Make sure you have the latest version of LCV
- Reimport your own profile
- Check in the console (or send the logs) to see when enemies are spawning
Im not sure, LCV is not modifying anything in this situation, but it could be a good idea to check and be sure
Yeah, last time this issue happened was prior to 2.0.4
Alright, then I suggest to update and check if the issue happens
And if it happens, DM the logs so I can have an in-depth search of the issue
Alrighty
It might be an edge case or something that happens only after X thing happens
@noble jetty Let me know when you have some time to send me the profile code so I can work on your issue :)
would it be possible to add scrap loss chance and amount percentages to the mod?
I think there is a mod that uses Configurable company that adds that, anyhow I could look into it
i was using it i think its broken
I see, I will look into it
If you can add it to the excel of request so I don't forget, that would be awesome
a what
https://docs.google.com/spreadsheets/d/1b-4zDakbTEjvyTS-qmPLkjE4tKIJpX6CDYSbLuKvM0Q/edit?usp=sharing this thingy
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,ADDED
Item weight multiplier,TODO
Overtime bonus multiplier,TODO
Planet prices,WIP
Enemy spawn time,TODO
S...
im trying to figure out how to suggest lol
you can write a comment
oh there we go
Just added some quality of life changes to Configurable company among a fix for the presets
but i mean like ingame
Im not sure Im getting you
im kinda new to modding
After you click host button, while selecting file slot
you will see this button
if you click it, you will see this menu
yes
by ingame i think he means when the ship is loaded in
ohh I understand now
Well, thats not possible, not with the amount of settings you can change here, while some of them could support it, synchronization would just break everything
as this mod aims to work with vanilla players too
yet most of the options you just need to set them in the menu and the game will modify it's progression upon them
for example quota multipler per player, enemy multiplication per player and that stuff
ok
editing scrap value and amount ingame my beloved thats never gonna happen 😭
It could
I could come up with something
But that involves two things
A heavy and intense modification of the API and a renew on the implementation of LCV
while possible, it takes a while and to be honest, how worth do you guys think it is to rewrite that much
0
i love to continue developing the mod and adding all the stuff you guys want, but I don't have that much time and not that many eyes catch up on this
idk what happened but after updating this or some mod my performance went from 15% to 100% instantly
Well, the last updates for this mod are just bugfixes, the only optimization done may be less logs in the console lol
Some day it will be big
This deserves more eyes
Makes sense this does not get that many eyes
Im not that good at spreading out news nor this mod has anything visual to appeal to the public
Then later on people just grabbed onto AC even if this mod has everything it offers
;-;
Interior chances went from impossible to "todo" nice
Did not launch with C:\Users\Owner\AppData\Roaming\r2modmanPlus-local\LethalCompany\profiles\Default\BepInEx\config\ configurable company folder (Fixed by taking an already generated folder)
the menu pops up menu on launch and you can't navigate it and if you try to save it crashes and the logs point to the error and the folder was missing
Can you send me the profile code? I will look into it
it was a base install but sure
wait, so you just created a new profile and added Configurable company and LCV?
and bepInEx
Alright I see the issue
I will fix it asap, expect the fix to be released in 15 min or something
@dreamy ibex Luckily this issue was easy to fix, I already pushed the release, It might take some time for thunderstore to catch up
@fast gull
Gen4 jumpscare
lol, no reaction time xD
I missed my jump
Just Jester
dead
lets celebrate 1 days without LCV issues!
Let's go
For scrap loss percent, is it going to try and implement something like what SaveOurLoot mod does upon a player team wipe?
My idea as to add config for a percent of items (for example lose 20% of loot) and a optional minimum and maximum amount of loot to be lost
There is one that just make all of the scrap on your ship drop by a percentage
Yea but there is something odd about having +30 items with a value of 2 cents
it doesnt compile with my head lol
I might be able to implement different algorithms
It would be great to have a per additional player multiplier for stamina So could increase stamina and then decrease it the more people there are
Yea I can add multipliers and minimum and maximum threshold no problem
man the pool is 25% on all options, how am I supposed to choose lol
Lol
v50 has offically released!
@here ```c
2.1.0
- This release only makes LCV fully compatible with lethal company v50
it's a minor thing, though shouldn't moons be labelled 'Moons' instead of 'Planets'?
I decided to call it planets as some mods might just add planets instead of moons
ohh i see
I am having this error drop, linked to configurable company:
[Info :LethalRichPresence] Plugin LethalRichPresence is loaded!
[Info : Unity Log] Saving changed settings
[Error :Configurable Company] Error creating entry
Amrv.ConfigurableCompany.Core.BuildingException: Can't create configuration with default value 0.5[Val] using type IntegerType
at Amrv.ConfigurableCompany.API.CConfig..ctor (Amrv.ConfigurableCompany.API.CConfigBuilder builder) [0x001a6] in <d2b5753d91dd4b55bcd9c38981f58ebd>:IL_01A6
at Amrv.ConfigurableCompany.API.CConfigBuilder.BuildInstance () [0x00088] in <d2b5753d91dd4b55bcd9c38981f58ebd>:IL_0088
at Amrv.ConfigurableCompany.Core.InstanceBuilder`1[T].Build () [0x0000f] in <d2b5753d91dd4b55bcd9c38981f58ebd>:IL_000F
[Error :Configurable Company] Error creating entry
Amrv.ConfigurableCompany.Core.BuildingException: Can't create configuration with default value 0.5[Val] using type IntegerType
at Amrv.ConfigurableCompany.API.CConfig..ctor (Amrv.ConfigurableCompany.API.CConfigBuilder builder) [0x001a6] in <d2b5753d91dd4b55bcd9c38981f58ebd>:IL_01A6
at Amrv.ConfigurableCompany.API.CConfigBuilder.BuildInstance () [0x00088] in <d2b5753d91dd4b55bcd9c38981f58ebd>:IL_0088
at Amrv.ConfigurableCompany.Core.InstanceBuilder`1[T].Build () [0x0000f] in <d2b5753d91dd4b55bcd9c38981f58ebd>:IL_000F
[Info : Unity Log] subcribing to steam callbacks
[Error : WalkieUse] Terminal Walkie: False
Setting breakpad minidump AppID = 1966720
@random fulcrum Can you send me the profile code to check?
yithh;
018ed9c5-ad83-8d52-f134-44c4edaeb0ac
Is there a better way to share modlists besides that btw?
it's a bit heavy, just lots disabled right now, so my apologies
What do you mean? Other than using profile codes?
correct
Dont worry
Not really, you can send a file but in the end, the code is the easiest way
I find it one of the best ways to share mods ive seen among any communty
The game did load the lobby after disabling configurablecompany though
no worries; With it enabled it did not load into lobby after clikcing "start game"
So the issue was while starting the game and loading into the ship rather than while on menu, right?
that is my assumption, although maybe it was flagging earlier too
loading to main menu does freeze and stop running more with it running, but its not 100%, so I know something else is there im trying to figure out
@random fulcrum I've tested your profile with your mods and stuff, Seems to work correctly
If you still find the issue, send me the config to check if it's because of a setting
||can't wait to fully remove spike traps from existance with this mod||
|| I had my first encounter ||
|| I think they can easily be manouvered and are visible thank to the red dot in the stick that raises from the floor ||
For sure, and thank you for taking the time, even downloading the profile and doing all that <3
I'll clear my everything, indeed probably something that conflicted
although in #modding-general someone else actually just had an error appear 5 min before this message
Yea, there is a bug because I forgot to modify something for the release
nothing game breaking so I'll update it once I add all the info for the new update || moon and enemies||
I'm sorry if I'm being overly assertive or pushing too much pressure!!! I just saw it when glancing
and heck yeah
@limber falcon
Something happend here
||I have the hypotesis that to adjust the values of the new planets, aka scrap amount, enemy probability and stuff, it copied March's settings and then copy pasted lol, not that the values are the same, just that the structure of how they are added into the array of settings is identical||
Don't think so
Is just that some default values must be changed for the new release, I was testing that with some friends
||Enemies from march||
|| Enemies from embrion, seems very similar (the order in which they are added, it's the same except for the additions/deletions lol)||
@here
2.2.0
Modified
- Updated default configuration values for moon-related settings
- Updated default configuration values for enemy-related settings
- ||Added new moons to configurable list||
- ||Added new enemies to configurable list||
Fixed
- Traps not loading correctly
- Enemy power usage has been updated to work with decimal values
Added
- Made new configuration for the ||newest trap (spike root trap)||
- Global multipliers for individual enemy spawning
Hey, just wanted to confirm that since then, we've had the same bug occur when we had LCV disabled for an event we ran, so i dont think its caused by this mod
I have NO clue what could be causing it though :(
I suppose its just the standard bug that occurs when revisiting a moon / re-using a save file where the enemy power goes wack?
v49
It's very possible some other mod changes the enemy power when landing/entering the game
which would cause the power to be increased every time if not done propertly
Sorry to hear that I wont be able to help with that specific issue, I however recommend testing what mod can cause the issue by following these steps:
- Disable half of your mods
- Check if the issue happens
- If it happns, go back and disable half of your mods, do that until you pinpoint what mod is causing the issue.
If it does not happen, invert the mods you have enabled and check again
Looking at my pack, no mod does that really
GiantSpecimens increases the spawn chance of forest keepers when a redwood giant is around
And yeah, thats it to my knowledge
Whats weird is its rare and random, but very noticeable it occurs
The telltale sign is multiple nutcrackers at once on early game moons combined with 3-5 other enemies
I'll try and reproduce it
I can send you a debug version of LCV as it will print in the console the current power of the moon, I however just recommend to use the method I mentioned, is the best method I know tbh
It might not be even because of a mod trying to do so but a mod that just modifies something slighly from something related and it scalates the whole issue
in that case, i could suspect its Scopophobia as it has custom spawn logic that seems to ignore the values i set in LLL
nvm
LLL has different spawn rates, i think this is the cause
Whats weird then is how inconsistent it is
i suspect its because of the spawn curves or something, where enemies try to spawn more at certain times of the day or whatever
yea some moons have higher chances the later it is
If you wanna disable LLL to check
it might be worth
@rugged moss @cursive latch I saw your messages about how to open the menu.
While selecting a file and the game name and stuff, a panel will appear at the top-left of the screen, If you click it, the menu will appear. Hope that helps!
Oh, alright
Hey, just reaching out to say that everything seems to be working again almost fine in v50.
I'm trying to isolate the issues - not necessary related to LCV
In particular
- Everything relying on LLL broke terminal and moons/interiors
- a couple of mods boosting item count/value depending on weather- they overwrite values of LCV (sadly I had to remove them all). Maybe integrate them natively?
- In my "modpack" something seems to be overriding the monster spawning amounts in the interiors. I already removed DontTouchMe and DeadlyMyst, trying to pinpoint what is it. The only enemy that has spawned so far are mimicks entering from the main entrance (since when was this a thing?)
- Locker and Sentinel doesn't seem to register in the list. Probably they're injecting tthe enemy in another way?
oh thank you, yeah i’m not sure what’s wrong because nothing shows up. pretty weird
I didnt understand you about weather
And about the enemies that dont appear in the list, can you check if creating the game, then exiting makes them appear?
Do you have configurable company installed?
There are a few mods around that alter the value of the mods or the spawn chance based on the weather. It's some sort of high risk/high reward mechanic which would be kinda nice.
Point is, I don't know what they do, but they completely override LCV instead of stacking.
Is there a way to "brute force" LCV multipliers to apply after any other non-standard value alterations?
(I get that this is mostly an issue of the other mods). I got rid of them at the moment.
Nope 😦
I surrender, the log is "relatively" clean, yet after v50 I get 0 spawns, even at midnight😣
I took a screenshot while using a scanner, and I was only able to spawn a slenderman-as a result of picking up on of his "pages".
Is there a better way to debug this?
I'm leaving the profile code I'm using just in case you had a bit of time to have a look (is LCV config getting exported as well?)
018ee84f-1cda-9008-1371-198c5c74f892
Hey, what values are you changing in regards to weather? I've seen that you modify the weather selection process (so similar functionality as WeatherTweaks), scrap count&value (so the same as MeteoMultiplier) and setting weathers that don't exist on a given planets
What's the compatibility between these mods?
What override mode are you using? I recall there is a mode to just skip the vanilla method an use a custom algorithm (complex might work)
Im kinda busy but Ill look into it, does this happen always?
Also the LCV config gets exported if you create a preset with it
There are different modes for compatibility, you can just disable the weather algorithm to use a custom method with any of those mods or use Simple or Complex which will ignore the vanilla selection but I guess that compatibility-wise it depends on the mod, I'd suggest checking if it works fine and if not, let me know and I will fix it asap
But most of the time everything works with other mods or just ignores other mods
alright, i'll check it and - if anything breaks horribly - let you know 😅
Don't worry, pretty sure the worst case scenario is the other mods just dont work
I think i see the problem
@noble jetty my hypotesis is, there is a mod causing this log
Yes :/ I disabled pretty much every custom enemy I found in my pack and I can't see any specific error in the console about monster spawns.
It feels like... there's no "power" to spawn anything? point is - what's draining it? Is it forced to 0 for some reason?
Here's the above modpack, but with plenty of disabled monsters: 018ee89a-3f0f-b560-af80-77442db28df2
From past experience, if I remember correctly, a bad-handled error in the enemy spawning causes the enemy spawning loop to stop, thus not spawning any more enemies until you restart the day
Also MaskedEnemyRework seems to force the power of the moon regardless of LCV setting
Can you check if disabling it makes enemies spawn again?
as per screenshot, I had already disabled it -- I didn't spot that error - could it be HoarderBugUseItems? That's a far shot but I'm out of ideas. Maybe I should uninstall those mods instead of disabling them. I guess that could be breaking spawn loop, preventing LCV from working.
Thanks for the insight, it's 2 days after a fresh install that I'm banging my head on the reason ^^
ugh. It was HoarderBugUseItems (maybe it needs an update for v50?). Monsters are spawning back again.
for future reference, now I know that LCV logs a "power level cap reached" when monsters aren't spawning because of that reason - as I incorrectly hypothesized.
Thanks for spotting those exact lines - Had I seen "boombox" before, I'd have had a hint on what it was! ^_^
I would love to give an insight on the issue but im a little busy
Disabling mods should work fine, if you are not sure, just copy the profile code and paste it to update your profile, that should fix inconsitencies with mods
Uh, I would have never guessed that mod could affect enemy spawning, seems unrelated
Glad to help even if im not sure how is related lol
Wait, what do you mean LCV logs power level cap reached?
There is no such log in the code of the mod xD
oh, LC patch just dropped
neither do I - but that probably caused a lot of other things to fail. Maybe it caused an exception to propagate, or something like that?
Could be yea, still not sure what could the hoarder bug mod do to cause that...
uh, then - maybe it's the game itself? Wish the logger gave a bit more context on which mod is logging what 😅
the info shows what mod is logging it
if it says console, is either the game or a mod doing bad practices
I didn't see the error - but I got a few things using HookGenPatcher 😄
Anyway if everything works then it's fine
