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

1 messages · Page 5 of 1

prime warren
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if its just for vanilla moons the object name shouldnt be changing

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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

fast gull
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Alright

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Then I need to update the internal id to match something really unique

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@prime warren Do you know any translation mod that I can use to check if everything works correctly?

prime warren
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the korean translation mod changes them i think

fast gull
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Thanks

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@prime warren Bothering you again may I ask if you could give me the link to the mod? I cannot find it

prime warren
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im not sure tbh

fast gull
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I think I have found a way to make it work regardless of translation mods or anything changing the PlanetName

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The idea is to fully abstract the SelectableLevel under a wrapper, only binding it within the awake

prime warren
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keep in mind for lethal expansion that will happen multiple times

fast gull
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There is no way anything can conflict with it as they would need to bypass two checks

prime warren
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since it remakes selectablelevels every new game in a session

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afaik

fast gull
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wat

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you mean every time you land on a planet?

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or every time you start the game

prime warren
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naur

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ye

fast gull
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that's weird

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anyhow I jsut need to make sure it points to the correct SelectableLevel with the bind and should be fine

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Why does LE do that? lol

prime warren
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when le was made it was made under the impression you couldnt use the basegame classes

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because of scripts not being allowed in assetbundles

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so it uses their own scripts and it converts at runtime

fast gull
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yea but compatibility wise that wasn't though to really work with mods

prime warren
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first versions of stuff be like that

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¯_(ツ)_/¯

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lll be chill with it

fast gull
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tbh my first version of configurable company didnt work quite well with better saves

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but the thing is, didn't LE update?

prime warren
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le hasnt had major updates in a while

fast gull
prime warren
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❤️

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should hopefully be the main api for v50

fast gull
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seems like LE is kinda legacy, isn't it

fast gull
prime warren
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ye

fast gull
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Translations seem to work fine except the change of the font does not fit in the space that ConfigurableCompany provides lol

fast gull
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@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?

prime warren
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you can find all the vanilla ones in LethalLevelLoader.OriginalContent but after i restore levels they should all be dead

fast gull
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Yea, the problem is that I need to differenciate the originals from the clones before the game starts

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When do you populate the Originalcontent.Enemies list?

prime warren
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i suggest not doing that

prime warren
fast gull
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Alright

prime warren
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how are you even getting the originals before the game starts

fast gull
fast gull
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I just add an Awake patch

prime warren
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blehh

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thats inconsistent with most assets yeahh

fast gull
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I mean, I preloaded the awake method

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so I know for sure every enemy type will be cached

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But yea, as you said, assets are an inconsistant mess

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Still, managed to do the same with the SelectableLevels

noble jetty
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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.

fast gull
upper dome
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with this mod is it possible to see all the prices of the moons in the terminal?

fast gull
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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

soft ridge
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Is this mod an alternative to LethalUtils?

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and does it override enemies which have their own configs?

fast gull
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@soft ridge You can have both but some configs will be overriden or appended

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But nothing will break

soft ridge
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alright thanks

noble jetty
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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?

fast gull
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Do clients have the mod?

noble jetty
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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

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sure, they all have updated their profiles with my code before playing

fast gull
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There is actually one instance where this happened but I wasn't able to replicate

fast gull
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Hmmm, then there might be something conflicting

noble jetty
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same: it worked the whole evening - it only happened on a custom moon

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(Factory X)

fast gull
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Hmm

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I haven't entered into the world on how custom moons manage the time

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Does it use LLL to load the custom moon?

noble jetty
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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)

noble jetty
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ah.

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"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."

fast gull
fast gull
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Somehow I feel like I see the issue

noble jetty
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I never noticed that "Fixed Day length". That seems unnecessary ^^ why forcing it?

fast gull
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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

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or synchronized

noble jetty
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"Fixed Day Length to 1
NEW! Made the day length longer."

fast gull
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eh

noble jetty
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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)

fast gull
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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

noble jetty
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nevermind - unless there's yet another way to override that override, it's a map-specific issue.

fast gull
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There could be a way

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If you change the fixed to balanced mode

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It might work

noble jetty
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oh right, I'm using FIXED mode

fast gull
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balanced mode will adjust the time right when the ship lands, it might be able to override the setting

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let me know if it works

noble jetty
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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)

fast gull
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That might break the principe that holds the fixed mode

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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

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balanced is mostly though to allow to set very high or very low speeds without breaking the start and end of the day

noble jetty
# fast gull let me know if it works

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.

safe tundra
fast gull
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Hmm

safe tundra
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this happened with both balanced and fixed.

fast gull
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It would surprise me if those maps all shared the "fixed length at 1" feature

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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

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or maybe is just some moons that are just fixed for any reason

safe tundra
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i can try again when i next play with friends

noble jetty
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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)

safe tundra
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we'll try vanilla and modded

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all the moons we use are LLL moons basically

fast gull
noble jetty
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hopefully v50 is going to just have a per-moon day-cycle multiplier, as makes sense that different moons have different day/night durations.

fast gull
fast gull
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but is not used

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there is literally a variable for that, it does nothing

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Wait no, it is actually used to calculate when does the ship need to leave, but nothing else

noble jetty
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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.

fast gull
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meaning makes sense to see the day desynchronized but see the ship announce it's leaving correctly

fast gull
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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

noble jetty
fast gull
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Well

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I like the network stuff in some sort

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I dont really like the rpc system

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but the message (unused) system is very good and is what Configurable company uses for realtime synchronization

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still, better than minecraft modding

noble jetty
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ahum, I have no experience in that. BG3 already burnt me out - I trust your experience, I need to recover a bit ^^

fast gull
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BG3?

noble jetty
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Baldur's Gate 3

fast gull
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I mean I dont really do modding, I just have studied programming and flow with it lmao

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ohh, I saw that game, it's very good

noble jetty
# fast gull 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 ^^

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But, I'm getting sidetracked here, apologies.
Thanks a lot for your time and efforts @fast gull ! 🙂

fast gull
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they made one of my favourite games of all time, sad to see it

fast gull
pliant lintel
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fack the autocorrect

fast gull
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but any mod that modifies moon names & enemy names works

pliant lintel
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well the Korean mod is actually not the one we usually know, it modifies the whole system files

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Here's the file if you need it

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so I took some research and turns out he modified unity files with the program tool named uabea

fast gull
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uhhhhhhhhh

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That is not a good way of changing the names, isn't it?

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Anyway, thanks!

pliant lintel
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probably

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Dancetools mod breaks the texts thi

fast gull
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If you know any other mods that modify language files I would love to know and check compatibility

pliant lintel
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Japanese localization

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Latin exists

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hmm

pliant lintel
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Yeah korean translation is the first thing that doesn't use BepInEx

reef cliff
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For some reason weather is desynced even though i have all the weather modifications disabled. How can i properly disable weather so its synced?

fast gull
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@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

reef cliff
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Like this?

fast gull
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yea, like that

reef cliff
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ok

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thx

fast gull
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as long as its 0 it should work fine

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otherwise, you can tell me back to see if is there any other issue

reef cliff
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ok

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thx

soft ridge
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hmm for some reason the quota isnt being effected by this mod

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even though I set it to 200

fast gull
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@soft ridge Check if you have any other mod that changes it, for example lethal quantities

soft ridge
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I have dynamic deadline

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but that doesnt seem to be working either

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Guess I'll turn that one off

fast gull
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Dynamic deadline may cause the issue, but it shouldnt...

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I will try to replicate asap

native cloak
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@fast gull I just updated my modpack and Lethal Presents added this, can you see is LCV is compatible?

fast gull
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god, not another AC

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alright

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is just a troll innit

native cloak
fast gull
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wdym?

native cloak
fast gull
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AprilCompany is not even a fork of AC

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is not even april

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is meant for april fools

fast gull
native cloak
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ok so it doesn't do anything?

fast gull
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Nah, from the source I can guess it just puts a image onto the screen

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Maybe an "April fools" or something

native cloak
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ok good

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That's fine

fast gull
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Don't worry Im trying to make LCV have as much content as AC had, even more because I have tricks upon my sleeve

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Im kinda ill right now to truly work on it with the testing but is in progress :)

native cloak
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AC didn't have much to begin with anyways

fast gull
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i dont really know what it had

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What features did it had that you used?

native cloak
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I didn't use AC

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it wasn't very good

fast gull
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i mean it looked good

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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

noble jetty
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Oh. Mistery solved. That's how I got rick-rolled, lol.

fast gull
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Guys, bad news

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the Rolling Giant mod will not be compatible with custom enemy probability (only in custom moons)

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This is due to how that mod handles adding the enemy probability to the levels, not allowing other mods to modify it

native cloak
safe tundra
fast gull
fast gull
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Anyhow im searching for alternatives

native cloak
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sadge

fast gull
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After checking out latin localization everything worked fine but after disabling the mod and removing it, my game and terminal are still in latin . _.

native cloak
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Oof

ruby flicker
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||did yall hear about the v50 beta?||

fast gull
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||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||

ruby flicker
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ok

fast gull
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Not sure if I mentioned this, but now enemy compatibility should work with any single custom enemy regardless on how they are implemented

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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

prime warren
fast gull
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yea, so farAI are not modified so only enemy type is taken into consideration

prime warren
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yeee

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iirc diversity is going to move off enemytype/enemyAI in the future

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to its own custom thing

fast gull
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diversity only modified existing ones afaik, right?

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same with the scp 173 mod

native cloak
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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.

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|| 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. ||

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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.

fast gull
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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

native cloak
fast gull
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I wont spoil anything from not, nor I want spoilers

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this same morning someone just spammed me a dm with a bunch of content with the update, painful

native cloak
native cloak
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I probably won't be playing the Beta either but rather waiting for the full release.

fast gull
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yea, I want to experience it full release and enjoy the final state of the version

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not something that might change

native cloak
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Ya

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But I will be going straight to 10x to make the game more chaotic.

fast gull
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well

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for you, the new LCV version might have something you will enjoy

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who would have guessed spawns could be even more complex

native cloak
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Huge

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Is it also possible to change enemy health and is that already added?

fast gull
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it is possible I just didn't though about it lol

native cloak
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Oh lol

fast gull
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I might add it as there is time

native cloak
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Well, there's another idea lol

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I always have ideas

fast gull
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These are all the things I can easily change implement in like half an hour

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some things do absolutly nothing

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I might be able to modify others, except others might be more complex

native cloak
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You can change how fast enemies open doors?

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I didn't even think about that but that would be huge

fast gull
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I never used it, not sure if works as you think

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but may be worth a look

native cloak
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Ya, being able to nerf coilheads would always be nice

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And I'm assuming setting canDie to true makes it so coilheads can also die?

fast gull
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maybe, yet health is nowhere to be found

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so I might need to change their AI for them to die

native cloak
fast gull
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nah I can change default values

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doesn't matter if unity tries to change them back

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that's what I had to do with levels lol

native cloak
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Oh nice lol

fast gull
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seems like it depends upon the AI

native cloak
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Shovel counts as 1 hp right?

fast gull
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I guess, that's a placeholder, the game might not even use a 3

native cloak
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I see

fast gull
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Well for now I won't delay any more the update

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its been a long time

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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

native cloak
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For the weather issue, you just had to set chance of no weather to 0 right?

fast gull
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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

fast gull
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which is fine as long as the default configuration works

native cloak
fast gull
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(that's what the Synchronize with client means)

fast gull
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but the hidden weather is just because I had to disable it for the custom weather chances

native cloak
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I see

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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.

fast gull
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Thata what I usually do

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except I sometimes add new moons

native cloak
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They just add more to the game without adding more to the game which I like

fast gull
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Yea, I like em for the same reason lol

native cloak
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I mean as long as they fit in and aren't just a free S+ tier moon, I don't mind them.

fast gull
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yea, or a 3 mile plain with nothing in sight

native cloak
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True lol

fast gull
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Dunno but a lot of custom moons seem like they are oversized

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like if someone made their scale x1.5 for some reason

native cloak
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I know what you mean though

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A lot of custom moons are oversized

fast gull
native cloak
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Really?

fast gull
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Just because I like more the mansion interior

native cloak
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That's Fair

fast gull
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But yea, titan is kinda easy except when there is storm

native cloak
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Is that possible?

fast gull
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I just tinkered with it, but is still WIP, need a reliable way to get their chances

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if I did it for inly vanilla yea, totally possible

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but needs maintenance with the updates

native cloak
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Oh but for custom interiors, it's probably tricky

fast gull
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It might be easier for custom than from vanilla

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just because they are loaded before the game, not after

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the issue is with the binding to a configuration and the binding between vanilla and custom content

native cloak
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Oh

clear cosmos
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Anybody else crash

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using this mod?

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@fast gull @native cloak

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idk why but i crash

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when i use this mod

native cloak
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When do you crash?

clear cosmos
native cloak
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Like all the time or just sometimes?

clear cosmos
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when i press start game

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i crash

native cloak
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mh

clear cosmos
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i can send u

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my configs if u need

native cloak
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ya

clear cosmos
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ok dm

native cloak
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k

clear cosmos
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nvm

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i can upload files

native cloak
#

oh

clear cosmos
native cloak
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Send me your modpack code

clear cosmos
#

how

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what

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?

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copy to clipboard

native cloak
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no not that

clear cosmos
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when i crash

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u want the error?

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idk what u mean

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im new to modding

native cloak
clear cosmos
#

oh

native cloak
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It's located in thunderstore in settings

clear cosmos
native cloak
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Thanks, I'll check it in a second

clear cosmos
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alright

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i think its just this mod issue

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as everything else was fine

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  • i only use terminalapi hookgen and bepin and it was fine before this mod
native cloak
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There are a few ideas I have on what it is

clear cosmos
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what is it?

native cloak
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Could be a profile issue

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or

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Compatibility issue

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I'll see in a minute

clear cosmos
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how do i know if its a compatibility issue

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ok

clear cosmos
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i think i found the problem

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lol

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um

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@native cloak

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dm

native cloak
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oh wow

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that is a lot of scrap

clear cosmos
#

yea

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i thought it meant how much it was worth

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😭

native cloak
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I'll check it

clear cosmos
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how do i turn that off

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nvm

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fixed

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lol

native cloak
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Yep, I was right

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Reimport your Profile

clear cosmos
#

?

native cloak
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It is a Thunderstore issue

clear cosmos
#

wait what

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im fine now?

native cloak
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Just reimport your profile (With the same code you sent me) and it should work fine

clear cosmos
#

ok

native cloak
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Thunderstore has an issue where it will sometimes enable other mods even if they are disabled

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Pretty sure in this case, it is picking up Lethal Expansion or something

clear cosmos
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ok

noble jetty
native cloak
noble jetty
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As in "having per-mod specific actions or procedures is prone to make the user forget about them in the long run"

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(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")

fast gull
fast gull
spare cedar
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r2z -> r2 zip

native cloak
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sorry Neat, did not mean to reply to that

fast gull
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Anyway, its being added, but not in the 2.0.0, maybe 2.1.0

native cloak
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ight

fast gull
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Don't worry, 2.1.0 wont take as long as this one did lol

native cloak
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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

fast gull
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Weather will mostly stay as how it is now because I need to change some things before adding it individually

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And because due to how the game does it, detecting custom weathers is kinda impossible without explcitly knowing what mod adds it

native cloak
fast gull
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Two or three, I checked using hell weather

native cloak
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Is there more though?

fast gull
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welll... not really lol

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but its sad

native cloak
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I would love to see some other weathers even if they are just visual

fast gull
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Sadly almost no one develops them, they are very hard to compatibilize

native cloak
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Sadge, Maybe one day

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I wonder, does it let you change stuff like Player friction?

fast gull
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wdym

native cloak
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Like can you make the player slide everywhere?

fast gull
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hmmm, it is possible but I need to check the player's unity stuff rather than the variables of the game

native cloak
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I see

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Because what if someone added Snow as a weather option and it just makes the player slide around

fast gull
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could be funny yea

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but I'd rather not add custom weathers until it gets standardized for modding

fast gull
native cloak
fast gull
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alright alright cool

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btw will it detect those weathers not implemented with LLL or just those that use your api?

prime warren
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only mine

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i cant imagine many people wont be using mine

native cloak
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@fast gull So far this is a very solid solo run.

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With 10x spawns btw

fast gull
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that's pretty good tbh

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I also love the "activate windows" lol

native cloak
native cloak
noble jetty
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I just hoping the 49->50beta isn't going to give more headaches than expected ^^

prime warren
noble jetty
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yup, definitely wasn't suggesting that - I'm sometimes a bit of a masochist, but not at those levels 😄

fast gull
fast gull
fast gull
#

Guys, chicken is out in the oven

native cloak
native cloak
fast gull
fast gull
native cloak
fast gull
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what the

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thats almost two years playing 24/7

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how is that even possible

native cloak
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It was better when it was 12k at 5 years

fast gull
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I think I dont even have that many hours in minecraft

native cloak
fast gull
#

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

fast gull
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Oh, what is that, what could it be, I wonder if it could be what people have been asking for a very long time

ruby flicker
#

what that

fast gull
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Prefabs that can be shared with the profile

ruby flicker
#

oh

native cloak
#

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

fast gull
fast gull
native cloak
native cloak
fast gull
native cloak
#

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

fast gull
#

If you find this issue I would love if you could send the console log

native cloak
fast gull
#

Alright thanks

native cloak
#

No problem

fast gull
#

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

native cloak
#

That will be helpful

fast gull
#

You can now enjoy those presets with the latest Configurable company update

fast gull
#
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 probability and enemy spawning configurations.
  • 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 range so levels will have at least and at most the values in the provided range
  • Added enemy spawn range to 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/

golden swallow
#

I'm getting errors with the new version:

fast gull
#

Seems like an issue with configurable company presets

#

Did you create any preset?

golden swallow
#

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

fast gull
#

Don't worry that error has all the info I need

#

I will upload a fix in 5 minutes fixing it

golden swallow
#

Awesome

fast gull
#

Alright, I just pushed the fix, sorry for the inconvenience

fast gull
#

@hereMake sure to report any issue you encounter

golden swallow
#

No problem at all! Thank you for the quick fix. I'll test it once the Thunderstore cache refreshes.

golden swallow
#

Fix seems to work! Thank you!

fast gull
random fulcrum
#

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

fast gull
#

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)

random fulcrum
#

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

fast gull
fast gull
native cloak
random fulcrum
#

So! it turns out the glowsticks mod also broke this from loading somehow lmao

native cloak
random fulcrum
#

I have the glowsticks one disabled now

native cloak
#

is that the only one?

random fulcrum
#

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

native cloak
#

I think I also had a problem with glowsticks breaking other mods, I would ask the creator of it

native cloak
random fulcrum
#

I do, and that has no issue with it

native cloak
#

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

silk dagger
#

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.

native cloak
#

Thunderstore has some issues with disabling stuff

#

If that doesn't work then send me your profile and I'll check it out

silk dagger
#

K reimporting right now

pliant lintel
#

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

fast gull
fast gull
fast gull
pliant lintel
#

||v50 seems to include these traps later||

fast gull
#

meeen

#

dont spoil :(

pliant lintel
#

OH

#

wait oh

#

I forgot sorry 💀💀

fast gull
#

Anyway @pliant lintel the stuff from v50 will added after it comes full release, not during the beta

pliant lintel
#

(V50 spoilers please don't click if you don't want to be spoiled if you click it I have no responsibilities)

fast gull
#

but dont worry it will be added

pliant lintel
#

that's a good news 👍🔥

fast gull
#

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)

ruby flicker
#

just saw that update and it very good

native cloak
#

I just remembered having a ton of compatibility issues with it

fast gull
#

what is the core mod?

native cloak
#

I don't remember, it was a while ago

fast gull
#

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?

native cloak
#

I'll check tomorrow

fast gull
#

The average amount of issues with the mod gone from 3 to 6, this is not good

native cloak
#

Lol

#

I mean, to be fair, it is a huge update

wicked gale
#

I have an issue:
if I don't play with lethalLevelLoader, it shows this error. I don't think that lethalLevelLoader is a dependency.

fast gull
#

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

wicked gale
#

ah ok thanks

fast gull
#

@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

wicked gale
#

thanks

fast gull
#

from 7 to 2 issues, everything should work fine for everyone!

pliant lintel
#

weird issue..

fast gull
pliant lintel
fast gull
#

hmmmmmmmmmm

#

does the console show any information?

pliant lintel
fast gull
#

Alright, do you mind sharing your profile code? I will look into the issue

#

Also, just to clarity, are you SillyCubeGuy on github?

pliant lintel
#

uh no

#

018eb3d4-781f-1c14-196a-6a78c9e50b01

anyways here

fast gull
#

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

pliant lintel
#

oh

fast gull
#

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

pliant lintel
#

alright

fast gull
#

@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

pliant lintel
#

alright hold for a min

fast gull
#

Alright

pliant lintel
#

does it take a bit to upload the hotfix update?

fast gull
#

I can personally send you the updated dll

#

So it would be instant

pliant lintel
#

o

#

could you give it to me?

fast gull
#

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.
dull estuary
#

V50?

fast gull
#

@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

native cloak
# dull estuary 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 ||

dull estuary
#

Bet

fast gull
#

I swear I got a measage about a vr mod

#

I may need to sleep.... lol

native cloak
#

@fast gull Enemy power and Capacity don't open

native cloak
#

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

native cloak
ruby flicker
#

worth of scrap

ruby flicker
#

v49 btw

hushed thistle
#

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.

fast gull
#

serms like most of the stuff may need to be rewritten

fast gull
ruby flicker
#

yes experimentation sometime has 1k worth of scrap infact every moon is in the 4th digits

fast gull
fast gull
ruby flicker
#

018eb7cc-8a4a-4655-a577-70783f226033
it has bepinex faster load patcher remove if you want

fast gull
#

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

ruby flicker
#

very scuffed modpack i left it for 2 weeks inside monsters roam outside now...

fast gull
#

@ruby flicker did you save your config as a preset?

#

so it gets shared with the profile code

ruby flicker
#

it should have

#

what does it say

fast gull
#

not much for now, I was starting my pc

#

i literally just got up from bed lol

ruby flicker
#

it should at the most part be stable

fast gull
#

wow, it really takes a long time to load xD

ruby flicker
#

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

fast gull
#

there are a few custom moons

ruby flicker
#

just a few

fast gull
#

Also, @native cloak do you mind checking in v50 if the console shows any errors?

ruby flicker
#

preset should be saved

fast gull
#

is the one called sword?

ruby flicker
#

yup

fast gull
native cloak
oblique kettle
fast gull
fast gull
ruby flicker
#

so what did you see

native cloak
#

Also at the bottom it looks like enemy spawns capped

fast gull
native cloak
fast gull
#

why am I at the nasa supercomputer

ruby flicker
#

lol

fast gull
ruby flicker
#

i don't remember touching them

native cloak
fast gull
#

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

native cloak
#

So it does open in v49?

fast gull
#

yep

native cloak
#

ok good

fast gull
#

Yea, v50 breaks a lot of stuff

#

at least for my mod

native cloak
#

so the only bug I have noticed is the scrap one

fast gull
#

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

fast gull
#

however

#

I saw that LethalExpansion causes maps to not be assigned correctly

#

yep, planets from lethal expansion do not show

native cloak
#

I do not have Lethal expansion

fast gull
#

i meant for supernova

native cloak
#

oh lol

#

Does LCV now priorities settings over LE?

fast gull
ruby flicker
#

so did you see anything with my modpack

fast gull
ruby flicker
#

ok

fast gull
#

@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

ruby flicker
#

alr

fast gull
#

But remember to set it back to the default once the update arrives

native cloak
#

is 0.4 default value?

fast gull
#

yep

#

I just forgot to add a symbol in the code

native cloak
#

oh lol

fast gull
#

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

native cloak
#

happens, this is why we beta test it lol

fast gull
#

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

native cloak
#

I mean you added like 200 settings or something like that, there is bound to be bugs

#

We'll get them all fixed

fast gull
#

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

fast gull
#

@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
ruby flicker
#

somehow i didn't get pinged with the here ping

native cloak
#

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

fast gull
#

prefabs are in the old version too

#

but I understand the reason

native cloak
fast gull
#

Btw what features from enemy spawning do you miss in the newest version of the mod?

#

as almost everything has "the same" implementation

native cloak
#

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.

fast gull
#

wdym the other 2 tabS?

native cloak
#

Since they don't open in v50

fast gull
#

not sure if they will work even in the old version

#

as v50 directly modified how those settings apply

native cloak
#

Including enemy spawns

fast gull
#

it's weird that individual enemy caps are not working with the latest update tho

native cloak
#

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

fast gull
#

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

native cloak
#

Oh

#

It just doesn't open when I click on enemy power

fast gull
#

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

native cloak
#

Oh I see

#

So I can go to Titan (for example) and modify it manually?

fast gull
#

yes

native cloak
#

I see

#

That makes sense

#

And can you edit the same with capacity?

fast gull
#

That is the menu you cannot open

#

but that is the same as the previous version

#

capacities per enemy

native cloak
#

I see

safe tundra
#

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

fast gull
#

is this issue happening in v50?

safe tundra
#

v49

fast gull
#

hmm

#

can you send the profile code?

safe tundra
#

018eb926-de73-b27f-dd5d-f695c55f1913

fast gull
#

also, did you save that config in a preset?

#

Just so I can load it without needing to share it directly

safe tundra
#

config for what? LCV? LLL? LQ?

fast gull
#

LCV

safe tundra
#

i can check

fast gull
#

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

safe tundra
#

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

onyx void
#

how does this work?

fast gull
#

Dont worry I will check with your code and see what is causing the issue

fast gull
#

There are like 200 configs or plus with the 2.0.0

onyx void
#

and it changes while in game?

#

or do you have to restart lethal

fast gull
#

no, all while in game

#

no restarts required

onyx void
#

dang

#

thats insane

fast gull
#

however the settings are set while in the menu before joining the game

fast gull
# onyx void thats insane

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

safe tundra
#

uh so, what do you want me to do?

fast gull
#

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

onyx void
#

like AC?

fast gull
#

then share the profile code

fast gull
# onyx void like AC?

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

safe tundra
fast gull
#

you can also just use the default one

onyx void
#

does the power configuration also work with modded enemies?

fast gull
#

Everything works with custom enemies and moons (from LLL)

#

except from the issue that Zeta has right now

safe tundra
#

alright, i saved to ZetaTest and Default

#

its the same either way

#

018eb935-ac1b-c075-3cd5-bac3f12a1fab

fast gull
#

yea, as long as there is one preset

#

Is just so it gets shared with the profile

noble jetty
#

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 😛
fast gull
#

However time of day seems a bit weird, can you send me the profile code & config

fast gull
#

@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

safe tundra
#

and is this just LCV bugging out or something in my pack?

fast gull
#

@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
fast gull
safe tundra
#

Yeah, last time this issue happened was prior to 2.0.4

fast gull
#

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

safe tundra
#

Alrighty

fast gull
#

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 :)

ruby flicker
#

would it be possible to add scrap loss chance and amount percentages to the mod?

fast gull
ruby flicker
#

i was using it i think its broken

fast gull
#

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

ruby flicker
#

a what

fast gull
ruby flicker
#

im trying to figure out how to suggest lol

fast gull
#

you can write a comment

ruby flicker
#

oh there we go

fast gull
#

Just added some quality of life changes to Configurable company among a fix for the presets

dull pewter
#

but how do you use the mod menu ingame

fast gull
#

Click host button

#

It should appear top left

#

what

dull pewter
#

but i mean like ingame

fast gull
#

Im not sure Im getting you

dull pewter
#

im kinda new to modding

fast gull
#

After you click host button, while selecting file slot

#

you will see this button

#

if you click it, you will see this menu

dull pewter
#

yes

ruby flicker
#

by ingame i think he means when the ship is loaded in

fast gull
#

ohh I understand now

fast gull
#

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

dull pewter
#

ok

ruby flicker
#

editing scrap value and amount ingame my beloved thats never gonna happen 😭

fast gull
#

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

ruby flicker
#

0

fast gull
#

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

ruby flicker
#

idk what happened but after updating this or some mod my performance went from 15% to 100% instantly

fast gull
#

Well, the last updates for this mod are just bugfixes, the only optimization done may be less logs in the console lol

native cloak
#

This deserves more eyes

fast gull
#

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

#

;-;

pliant lintel
#

Interior chances went from impossible to "todo" nice

dreamy ibex
#

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)

fast gull
#

What do you mean

#

Did the game crash?

dreamy ibex
#

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

fast gull
#

Can you send me the profile code? I will look into it

dreamy ibex
#

it was a base install but sure

fast gull
#

wait, so you just created a new profile and added Configurable company and LCV?

#

and bepInEx

dreamy ibex
#

yep

#

only 3 mods

fast gull
#

hm, let me try that and see If I have that issue

#

Was this v50 or v49

dreamy ibex
#

v29

#

49*

fast gull
#

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

native cloak
fast coral
#

Gen4 jumpscare

fast gull
#

lol, no reaction time xD

native cloak
fast gull
#

What was that tho

#

tye enemy

native cloak
ruby flicker
#

dead

fast gull
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lets celebrate 1 days without LCV issues!

native cloak
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Let's go

fast gull
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@here Everything will be added in the future, is just to prioritize

warped ledge
#

For scrap loss percent, is it going to try and implement something like what SaveOurLoot mod does upon a player team wipe?

fast gull
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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

native cloak
fast gull
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Yea but there is something odd about having +30 items with a value of 2 cents

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it doesnt compile with my head lol

native cloak
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I think it does make more sense though

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Might need 2 options for scrap loss

fast gull
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I might be able to implement different algorithms

dreamy ibex
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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

fast gull
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Yea I can add multipliers and minimum and maximum threshold no problem

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man the pool is 25% on all options, how am I supposed to choose lol

native cloak
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Lol

ruby flicker
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v50 has offically released!

fast gull
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Well

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tine to work

fast gull
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@here ```c
2.1.0

- This release only makes LCV fully compatible with lethal company v50
grizzled ravine
#

it's a minor thing, though shouldn't moons be labelled 'Moons' instead of 'Planets'?

fast gull
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I decided to call it planets as some mods might just add planets instead of moons

grizzled ravine
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ohh i see

random fulcrum
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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
fast gull
#

@random fulcrum Can you send me the profile code to check?

random fulcrum
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yithh;
018ed9c5-ad83-8d52-f134-44c4edaeb0ac
Is there a better way to share modlists besides that btw?

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it's a bit heavy, just lots disabled right now, so my apologies

fast gull
random fulcrum
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correct

fast gull
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I find it one of the best ways to share mods ive seen among any communty

random fulcrum
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The game did load the lobby after disabling configurablecompany though

fast gull
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So if you enable it, what does it do?

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Sorry, im not at home rn

random fulcrum
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no worries; With it enabled it did not load into lobby after clikcing "start game"

fast gull
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So the issue was while starting the game and loading into the ship rather than while on menu, right?

random fulcrum
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that is my assumption, although maybe it was flagging earlier too

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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

fast gull
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@random fulcrum I've tested your profile with your mods and stuff, Seems to work correctly

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If you still find the issue, send me the config to check if it's because of a setting

ruby flicker
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||can't wait to fully remove spike traps from existance with this mod||

fast gull
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|| I had my first encounter ||

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|| I think they can easily be manouvered and are visible thank to the red dot in the stick that raises from the floor ||

random fulcrum
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although in #modding-general someone else actually just had an error appear 5 min before this message

fast gull
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Yea, there is a bug because I forgot to modify something for the release

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nothing game breaking so I'll update it once I add all the info for the new update || moon and enemies||

random fulcrum
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I'm sorry if I'm being overly assertive or pushing too much pressure!!! I just saw it when glancing

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and heck yeah

fast gull
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Don't worry

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Glad to hear the feedback

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So no problem!

craggy atlas
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@limber falcon

fast gull
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Something happend here

craggy atlas
fast gull
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||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||

fast gull
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Is just that some default values must be changed for the new release, I was testing that with some friends

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||Enemies from march||

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|| Enemies from embrion, seems very similar (the order in which they are added, it's the same except for the additions/deletions lol)||

fast gull
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@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
safe tundra
#

v49

fast gull
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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
safe tundra
fast gull
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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

safe tundra
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in that case, i could suspect its Scopophobia as it has custom spawn logic that seems to ignore the values i set in LLL

safe tundra
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nvm
LLL has different spawn rates, i think this is the cause
Whats weird then is how inconsistent it is

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i suspect its because of the spawn curves or something, where enemies try to spawn more at certain times of the day or whatever

fast gull
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yea some moons have higher chances the later it is

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If you wanna disable LLL to check

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it might be worth

fast gull
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@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!

south whale
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this mod doesnt work with emblem/crispymenu

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nvm it does work

fast gull
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Oh, alright

noble jetty
#

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?
rugged moss
fast gull
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And about the enemies that dont appear in the list, can you check if creating the game, then exiting makes them appear?

fast gull
noble jetty
# fast gull I didnt understand you about weather

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

robust bison
#

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?

fast gull
fast gull
#

Also the LCV config gets exported if you create a preset with it

fast gull
# robust bison What's the compatibility between these mods?

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

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But most of the time everything works with other mods or just ignores other mods

robust bison
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alright, i'll check it and - if anything breaks horribly - let you know 😅

fast gull
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Don't worry, pretty sure the worst case scenario is the other mods just dont work

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I think i see the problem

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@noble jetty my hypotesis is, there is a mod causing this log

noble jetty
# fast gull Im kinda busy but Ill look into it, does this happen always?

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

fast gull
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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

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Also MaskedEnemyRework seems to force the power of the moon regardless of LCV setting

#

Can you check if disabling it makes enemies spawn again?

noble jetty
# fast gull 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 ^^

noble jetty
# fast gull <@295940600820269056> my hypotesis is, there is a mod causing this log

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! ^_^

fast gull
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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

fast gull
fast gull
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Wait, what do you mean LCV logs power level cap reached?

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There is no such log in the code of the mod xD

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oh, LC patch just dropped

noble jetty
fast gull
south whale
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Its happy hoarder mod

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It spawn hoarder bugs

noble jetty
fast gull
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if it says console, is either the game or a mod doing bad practices

noble jetty
fast gull
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Anyway if everything works then it's fine