#Lethal company variables [Configure everything to your liking]. (formally LethalCompanyVariables )
1 messages · Page 6 of 1
yup, thanks again ☺️
I've been disabling other more...related mods for days and I agree - that felt innocuous ^^
Scopophobia also doesnt work
You're welcome!
Also, if you happen to found other weird issues and you have no clue on why
Try this method
except tmodloader is the discord server of LC
It makes sense but is not widely known
Hehe, thanks, I already do some binary search in these cases - I incorrectly assumed by exclusion LCV could have either faced a corner-case scenario - or at least provided an insight on the reason ^^
I almost missed this :S
Ugh. Isn't there another event happening right after to counter-override that via LCV? :S
people just love overrides I guess - the time on a moon, the power of an enemy, its spawn chance, a resurrecting player altering the total, etc.etc. T__T
Not really, LCV sets the power when creating the game so other mods can modify it afterwards
Yea, I would arguee that doing so for a mod that specifically does that is okay, but adding that as "why not" breaks the whole purpose of the mod
Changing facility size doesn't sync with other client's so fire exit fall's outside map and different generations spawn
@dreamy ibex do the other clients have the mod? Factory size is one of the configs that require all players to have the setting
yep ill see if the code export kept settings however
You need to save as preset, then the preset will be shared among the profile
would there ever be a way I can change all moon values without having to individually change each one, one by one
what do you need to change? there is a global modifier for all moons in the planets page
Actually, this might be why the time desynced before
I as the host tweaked the daytime speed directly, but i never made it as a preset + exported with the profile code
You dont need to
oh you dont?
The configs sync with every client in real time
presets are only to share configs among other people or debug purposes
for some reason when I modify enemy spawns it doesn't do anything
Can you check if the issue happens with only LCV?
Im currently away from home but Ill check as soon as I get back
I'll have to test it out tommorow AEST time
since its quite late atm
and to check if the issue happens with other mods would I use something like lethal utilities?
If the issue is that enemies spawn vanilla regardless of your config, make sure there are no mods trying to set their own settings
That looks like Control Company being unable to get a random number for some reason, while creating the "possessing ghost". Not sure how that entity is considered. If that only happens on the host could be the reason of some desyncs. Have you tried disabling/uninstalling ControlCompany and see if the error+ issue you're describing is still there?
I think the issue might be related to a change in the deadline, If i remember well that method with the error can produce that issue if the deadline is changed (thats what I remember from long ago)
That was indeed the issue
Did you fix it?
@fast gull I'll most likely be playing Lethal tomorrow so I'll let you know if I end up breaking anything or if it all works as intended. I will record it and have the console up incase I run into any bugs.
Nice! Tell me if anything breaks although thanks to the feedback with the update I hope everything is working fine by now
Ya, I gave it a bit to give time for some of the major bugs to be fixed
Funny that you mention that
LC had a patch yesterday
For all the changes it has, Im pretty sure some mods may have broken
I did here about that but I didn't know what changed
Last time I played was during the Beta lol
Oh, Im not sure what changed from the beta, didn't play it
But the patch seems to only fix or optimize internal stuff
Luckily the modpack I'm using is just remodels, lag fixes, and LCV
Well those + scan for enemies
It's just a helpful mod to have
Did the patch also break LCV or did it not need to be fixed?
That's pretty lucky
Seems like the patch is just light code optimizations
I'll let you know if I end up running into any double ghost girls again lol
Nothing to worry about
It was most likely just a 1 time thing anyways
I think the one I had with the centipedes was because I killed one and it ended up spawning another one
And scan for enemies tracks dead enemies too
Makes sense but weird
Do you think there is a minimap mod that shows enemies but not scrap?
Not that I am aware of
minimap mods just tend to place a camera with the same filter as the ship one, works but is cheap
I see
I might suggest that
Or maybe just an enemy Radar
Let's you know if there is an enemy nearby
Im more inclined into the idea of not knowning how many giants are waiting for me at the emergency exit
20
last time I played (using the settings from v49 into v50) a issue happen that forced like 20 baboons to spawn and all run into me
I wasn't planning on using it in my 10x spawns modpack but it would be cool
spoiler || they killed a giant ||
Lol
|| Can't wait to play tomorrow and get jumped by 20 Mechs. ||
|| I only know they exist, not sure where, how or when do they spawn so if you find any issue related to them and LCV let me know ||
Also, don´t forget to renew the config for the newer version of LC, otherwise || new enemies and stuff won't appear that much ||
|| Would you like to know where they spawn or find that out yourself? ||
|| Find myself, I didnt knew there are hidden moons and just spoiled myself by updating LCV lol ||
Oh lol, Fair. Goodluck on your adventures.
that's a diff between the beta and the hotfix or between v49 and current?
diff between v50 release and v50 patch that dropped yesterday
oh no
dont worry
is just code optimizations and im almost sure it was done automatically
so nothing should break or only a few mods
something wity player movement i suppose
Yes I did
the issue was the deadline being changed
idk if you can actually fix that at all
did you fix that issue by changing the deadline days from LCV menu?
Alright thanks
This is something hardcoded into the game, I will fix it asap
@minor slate Do you mind sending me your profile code and config preset that produced the error? Ill check if a hotfix I made works
how would I do that?
For the preset go ingame and create a preset within the menu so your config gets shared with your profile. for the profile, click on settings and export sa code
@here I just uploaded a hotfix for an issue regardin enemy spawning when the deadline days was modified :)
Quick reminder this pool exists and closes in 1h
@fast gull I just started messing with it and spawns seem way slower
Way slower compared to vanilla or to v49?
v49
I have them set to 25x for testing and 50 for starting enemies and this is all that spawned by 1 PM
Seems like manticoils are just getting all the spawns
And I did turn up the power levels
the power level of the level or the enemy?
I thought outside enemies and inside spawn seperately?
level
Yea, they are
Hmmm, seems weird that enemy spawns are that slow
Outside enemies seem to work fine
might have something to do with there vent spawning
Right now im busy working
But I can send you the debug version of LCV so you can check if the spawns are getting multipled
so I can just fix anything weird happenin
Ight, sounds good
I'm trying to read the console but it's just getting spammed with "FS"
FS?
no idea, That's all it says
Well, luckly these logs are in crimsom red so you will be able to see them better lol
ok good
I found out since other people don't need LCV for enemy spawns and my modpack is all client sided mods, I can host a public session, wait for people to join, and listen to them scream when they walk in and get chased by 6 Thumpers
what do you mean only 6?
thats better lol
Also for some reason, Centipedes are disabled (By default) but still spawn on Assurance
Disabled means that LCV does not modify that spawn rate
so basically the mod is not detecting the spawn chances for the centripede, thus not modifying it by defualt
Not sure how did I miss that lol, let me look up the chances and fix that
Ooh, so would I want to enable the ones that should be enabled?
wait the probability is added
As the tooltip says, if the enemy is enabled, LCV will decide how to spawn them, if not, is default behavior
Is basically done to allow the player to spawn any enemy on any custom moon
as from what I know, custom enemies can't spawn in custom moons by default
@native cloak What does the tooltip say about the centripede? try to set it to default
Oh, would it affect how many spawn though?
wdym
If I keep it disabled but set spawns to 25x would it still multiply that?
That's only the probability
Would I have to load in for that?
you would multiply the amount of enemies to spawn
then if the game decides to spawn 10, it will use the probabilities to select which 10 enemies
Ooooh, I see
Nono, hover over the configuration, the panel that appears at the top of the menu with some information
So if I want everything to use Vanilla probabilities, I just disable everything?
not really, by default it's the vanilla probability
the only difference is that those that are "enabled" have a known probability for LCV, those who dont will be ignored
Oh so in my case it would basically have the same affect?
Should I turn off Roaming Locust spawns for this test or keep them on?
You only really need to know the spawn amount
So you don't need to change probabilities
Anyhow, are you sure that spawns are not being limited by the spawning range configuration?
I'll send an image
Uhu, maybe that many enemies are throttling the vents
Maybe, I tried 10x and it still seemed a but slow
Go in game and check if the spawns are being multiplied
Maybe something is clamping them to a lower value
you should be able to see a line like Modifying inside spawns [original -> modified]
Right when I land?
I'm not seeing anything that says that
It would be in red right?
No, it appears like each hour or something like that
depends on the update cycle of the game
but should appear in red and multiple times during the day
Ya, I didn't see anything
Do you have the fatal error logs enabled?
(I use fatal just to see them better with the console spam from other mods)
what?
Configurable company should not have fatal logs shown
That's only for the debug version
Huh?!?!
what logs did you see from configurable compnay? xD
no, thats the correct one lol
oh
Those are in fact the logs you are looking for
yea, internally the mod is called Configurable Company variables
I see
just because originally this mod was a test for Configurable company
Seems like its modifying the inside spawns
by a lot...
250 yet there is like nothing spawning
after those logs
well, not nothing
does it show anything about "enemy selected"
In red?
no, unity logs
from vanilla game
it should at least show one per enemy selected to spawn
keep in mind that those are selected to spawn after a random amount of time has passed
It looks like it failed to spawn a ton of enemies
the only concering there is the Enemy 0 could not be spawned
This should only mean that the enemy has reached it's spawn limit (or if im sure, there are no more available vents)
Should I try upping the facility size and see if that changes anything?
but power of 20 means there are already a lot of enemies inside, doesn't it?
Just means there are like 4 bunker spiders
or something like that
oh they do?
hmm
enemies are selected at that moment but only spawn after some time
give it two minutes or something so they get out of the vent
ight, I'll try that
This is apparently what it's tracking as 20
Also here is the FS spam I was talking about
I think it has something to do with the Tulip Snake
Imma disable that enemy and launch again
I wonder if is there a mod to see how many enemies are inside vents waiting to spawn
Good question
I will say it does try spawning a ton right as I start
Also I set all enemy powers to 1 and it's still using there default
seems weird that not even that is working
Also here is another Enemy 0
I mean, Spawns aren't bad for say it just doesn't feel like 25x
I wish there was a way to customize how many vents spawn
Or the vent spawn chance per room
There is definetly something happening there causing a problem with the spawns
let me modify something from the mod to check the amount of occupied vents so we can check if that's the issue
Yea, seems like a good idea
Also just checked, enemy powers were saved, they were just not working for some reason
I guess they still dont work right?
It might have something to do with the cache
Try restarting the game
it should be before that
I mean, this got spammed more than usual
yea thats because there are more rooms afaik
the message should be just before that, also in red
you should be able to see something like "Level size {planet name}"
That's what's before it
maybe even before... it should be there lol
Ya, anything before that is me launching
Also enemies aren't spawning anymore than usual
Can you see if you find a text RoundManager::Awake (Postfix)
Can you send me the logs?
ya
Not good not being able to see that line
Is what triggers all the configs for enemies and stuff to be modified
I think this is everything that happened since I clicked play
Oh, I didn't see that
I think you can do Ctrl+F to search in the console
Is that located after or before I launch?
but pause the game (click in the console)
Is located after starting the game
That is very helpful
the match
Either way, it didn't seem to increase spawns anymore
It actually seemed to be slower than the previous test for some reason
I think it does have to do with just not enough vents to spawn everything quick enough
I can see from the logs that it selected 25 to spawn
but choosing the probabilities only let 4 to spawn
then it stopped
oh
There might be a condition im not taking into consideration or maybe it cannot spawn that many in one go
Do you think it is possible to add settings for vent spawns? For example
- Enemy Vent spawn timer
- Vent spawn rate
- Vent spawn chance (per room)
- Vent spawn cooldown
- etc
Or is that not possible?
I haven't seen anything related to vents yet so im not sure what could be possible and what couldn't
mh
the only thing that can reduce the amount of enemies is this
What does that do?
forces the amount of enemies to spawn to be between 0 and the amount of vents in the level
Im adding a log to see the amount of vents in the level, to check if that is the issue
oh
k
I may be providing old irrelevant news here, but I'm just popping in to say that I had an issue with no enemies spawning in v50 and thought it was LCV. I tried a ton of other modifier mods and still couldn't get anything to spawn. I found out it was the Scopophobia mod, or more specifically something to do with LethalLib with regard to that mod. Disabling Scopophobia caused enemy spawns again. Not sure if it's working as intended, testing now, but they're spawning.
Also what's up with all the enemy power levels being 0 when you first boot up LCV (or reset to defaults), save for a couple of the vanilla mobs? Is that not actually the case?
I think LethalLib is kinda deprecated or obsolete, not sure tho...
My recomendation is to not use it and wait for LLL to implement custom enemies and stuff
Can you show me the configs that you mean?
I agree, but unfortunately I have quite a few mods I like a lot that depend on it.
Sure thing:
This is how they look when I first installed or if I Reset to Default Values. It seemed odd to me but I assumed maybe it was using vanilla values and just not showing it. I updated them to approximately vanilla values just to be safe and it seems to be working as intended. So it's really not a big deal, I just wanted to make you aware and was curious if this was intented behavior.
After some testing with Scopophobia disabled, it looks like all mobs are spawning how I've set it up with LCV in my own profile.
Here's my current build if you want to take a look further:
018ef765-7de3-d474-71c7-5600d7dc35b4
Buff Then is complicated
I'm not sure what you mean
To use LLL instead of lethal lib
Oh, right. Gotcha
That issue might be related to other mod changing the values right before LCV*, Im away right now but you can try disabling those mods temporarly and the default values should load correctly
Would it be possible to get a setting to allow vanilla or modded scrap to spawn on certain moons? There are some custom moons that limit the pool to the few scrap items that they add and it becomes very repetitive, so adding back in the vanilla / immersive scraps would be nice
Im already working on a solution for that :)
A suggestion I have in relation to that is--if it isn't a coding mess--being able to copy the changes/edits of scrap rarity across moons, for example if I went into Experimentation and customized the rarity for 10 custom scrap and left everything else default, I could essentially bring over to Assurance those 10 custom scrap rarities I intentionally changed without changing the Assurance default values of other scrap, if that makes sense. Would be a massive QoL for big moon modpacks that want to have more than 1 or 2 custom scrap without spending hours in the scrap editor.
other than that though, absolutely love the mod, integrates very nicely into the LC UI and looking forward to scrap menus regardless 🙂
I think this is already on the todo list
I will look into any way to add that feature but most likely will take some time to implement
Thank you for the feedback!
Suggestions: Since the mod already has a weather related tab, can the following mods be implemented into LethalCompanyVariables? The first mod to integrate is having an option to hide weather indicators which adds difficulty. The second mod goes in hand with the first mod or could even be used alone. It allows the players to change of how much scrap/loot is worth (can be less or more than default) depending on the weather conditions.
https://thunderstore.io/c/lethal-company/p/Term/UnknownWeather/
https://thunderstore.io/c/lethal-company/p/Blorb/WeatherMultipliers/
Another suggestion is adding a setting that allows the user to edit the travel cost to each planet. The mod below defaults every moon to zero.
https://thunderstore.io/c/lethal-company/p/TimeMonkey/Cheaper_Fuel_Company/
These suggestions are focused on adding more settings and consolidating mods into one if able. Thank you very much for reading, taking the time to respond, and being an active developer
Funny enough hidden weather was a feature from LCV that was disabled sone versions ago, I was already in process yo being added back
For the other stuff, I think there are already suggestions in the excel but I can give them a priprization point
I remember this setting in the mod and when I was looking for it after coming back to the game, I couldn't find it and was a little confused. Thank you for clarifying 🫡
No worries! Also you can formalize suggestions and check progress in the excel of the mod (its pinned in the channel)
yup, I noticed a manticoil has a power of 1 (!).
I suggest tweaking their base power values to 0.1, or even 0 if you're not worried about performance.
This applies to both manticoils and whatever decorative enemy has no real impact on gameplay. Like neutral locusts.
I'd personally lower the power of beehives and cap their max spawn amount.
Just be aware that this is going to leave a lot of room to enemy spawns - so you can forget about those occasional "enemyless" runs that used to happen before 😛 (at least, in vanilla)
Just about that, two days ago I discussed with @native cloak about the enemies not spawning correctly, it indeed was a "bug" due to how the game forces spawns, I've made a workaround to make spawns consistant.
To give some context, high spawns were capped by the maximum amount of vents in the level, this could result in spawns being capped at 5/6 spawns per hour (inside the facility). I've removed that cap, allowing to consistenly spawn as many enemies as the player chooses
Also there is currently one issue regarding factory size. Im unable to test it since whenever I debug it, it fixes itself so I might need help with that lol
I'm quite sure one "reasonable" enemy cap would be 1 enemy per "room"(prefab), but I'm not sure the game creator implemented that.
I noticed for the first time enemies can..go back inside the vents (!). I'm not sure if it's a v50 thing but there could be a condition somewhere preventing an enemy to leave a vent if it's too crowded?
the problem with the spawns is to make it work with vanilla users
However, I never heard or seen an enemy go back into the vent
While I understand that fixes the "millions enemy can't spawn in a level", but - as you just wrote - uncapping that can potentially change the gameplay balance for vanilla players.
Maybe only uncap it via a bool setting (false by default)? I'm aware of it because I read it here, but not everyone is on Discord to be aware of that.
Don't worry, I already tested and It works with vanilla players
I try to make all configurations work with vanilla clients or at least don't mess with them if configs are left to default value
maybe it was one mod about mimicks I was using but they definitely got "sucked up" back inside the vent. And yes, I was the first to say "WTF?!?" XD
Seems pretty weird, I would love to see how it works, could be a cool addition to the game
so, it's uncapped by default? Or there's a specific condition that make the uncap happen (I'd personally prefer to have some control over it)
By default nothing will change, if you decide to modify the maximum amount of enemies or multiply them then LCV will create new vents so those enemies can spawn at the same time (as it would work with the vanilla cap), Those vents will also be created for the vanilla players so everyone will see and have the same experience
And the amount of vents will be updated automatically, players cannot modify the spawn
it was a combo using Mirage instead of Skinwalkers, and a branch of skinwalkers.
The only issue was mimicks spawning -at the same time- at the entrance as you also entered the indoor zone. which caused plenty of unfair deaths, so I decided to step back from using Mirage for a while ^^
Yea, I don't like that mimics can spawn at the start of the day, thus being at the door when you arrive at the facility
I even have a clip of myself getting jumped by a mimic right after landing because of that
So going back to the enemy spawning, there won't be any differences if you never increased the spawns by a lot
If you did increase the spawns per hour then that value was being limited by the amount of vents in the level, now it wont
got it. It's really not an issue for me - I'm mostly thinking about people or modders relying or assuming that cap is in place and doing other kind of calculations based on that.
I was simply speculating on the importance to make that change explicit, somehow, in some way, so that "eventually, in the future" someone isn't going to get crazy trying to find the reason something's not behaving as expected.
...maybe I'm just worrying too much, got traumatized at work for undocumented stuff happening under the hood 😄
Like, a mod working on the assumed number of vents for some reason. Nevermind, I'm pretty sure there are things with higher priority than this. That is a clever way to preserve vanilla spawns tho! 🙂
I totally understand your point and agree with you, even with the work thing, people never documnet stuff, Yet this change does not modify how vents work or anything, vents are an arbitary value determined by the level generation and the game provides a way to limit spawns. I think this change only makes the spawning multipliers and limits more reliable across all mods and moons
There might be, maybe I see an issue being open in some time lol, but there is currently no other way more reliable than this one
And it even works for custom interiors
Ya, it actually works flawlessly. It's actually crazy that this works
the door to nowhere
@here
2.3.0
Fixed
- Preloaders won't fail if the method already exists
- Enemy spawn multiplier now will be clamped among other enemy spawning related configurations
- Fixed Centipede enemy type not registering for vanilla planets
- Fixed factory size not synchronizing
Modified
- Enemy spawns now won't be clamped by the amount of vents in the level. New vents will be created to spawn those enemies.
Added
- Configurations for player stats:
health,defense,sprint,jump forceandmovement speed - Reintroduced configuration to hide all weathers
- Added extra configuration to always display the in-game clock
The new configurations have a kinda different implementation approach, as always, report any issues and I will fix ASAP!.
Ever since the new update damage seems to be disabled despite not changing the health/armor config (New r2 profile)
except from insta kill sources like spike traps
+1
I will look into it asap
Ive fixed the issue, sorry for the inconvenience everyone (I forgot to do my math correctly for the release)
👍
Huge
lol
This mod doesn`t work in vr 😭 (causes the game to launch VR in Theater mode)
Hey @vestal hazelI don't have VR to check but I know there are VR users using the mod, I think there is a way to disable theater mode although Im not even sure what it is lol
This is related to that bepinex patcher issue, LCVR has not yet been updated to accommodate for this (it's only been fixed on the development version which can only be used outside of TMM/R2)
Any idea on when will it be released so @vestal hazel has no issues?
For now I'm still working on CWVR instead of LCVR, though if they really want they can use the development version (https://github.com/DaXcess/LCVR/actions/runs/8734672005) in the meantime
I also kinda want to add VR interactions for some of the new V50 items/environments for the next update
can you modify enough in LCV for it to spawn A lot of enemies, enough to make each match extremely difficult?
Yea, you can basically force the game to spawn as many enemies as you consider
All following vanilla rules of enemy spawning (probabilities, batches, hours, vents...)
is this compatible with Brutal Company minus or Hullbreaker? they have weight spawns attatched to them
so would those mods and this contradict one another?
I haven't checked, it depends on how those mods make the weights, if they add towards the pool of enemies, then both will work by adding each enemy, otherwise the values will just be overriden
so it wont cause any errors, just more enemies or overrided values
maybe a stupid question but what does infinite to infinite mean....like for enemy spawns should it always be set from zero to 10 for example as the default? and if I wanted to increase them do I just increase the secondary number or both?
infinite means you can put any value of the accepted type, numberwise it is from.... a very low number to a very high number, limited by your computer
And those that have two values are a range, meaning you should set a minimum and a maximum
copy that
Keep in mind enemies are an expensive process for the computer, better have optimization mods if you spawn to many
you can also change the probabilities and limit individual enemies
for example if you only want 5 dogs at maximum
or if you want a higher chance for nutcrackers to spawn
I see that, located in the capacity spot
the probability I would assume is in the planets section?
copy copy
although you have a global one so no need to modify one by one
the global should overwrite for all of them then? and just make every map hellish together?
if I make every enemies weight 1 and their probably of spawning 1 then would it just openly spawn whatever enemy randomly by chance at that point? or will spawn weight in each individual moon section still take into consideration?
global just multiplies the individual settings, so they add up both (leaving individual by default makes it work as you mentioned)
thanks for responding for all my questions btw, going to give it a test run
in reality the only thing that matters is the difference between the weights, if all weights are set to 10 is the same as if they where set to 0 or 100, you need to set differences between them
Glad to help!
also sweet you can change speed and stuff in this like you could in advanced company, thats nice
yea, LCV was not that well known but I could arguee it offers as much as AC or more in some cases
Oh I honestly thought it was new, but thats due to AC being the front and center, I'm liking what yours has going for it and hope it helps with my modpack~
think you can add the ability to change shop prices as well as items in it alongside scraps in the game all in the mod itself?
Funny enough this mod was released way before AC, before december
and look which one is around now
thats a win to me
Yea, all settings for individual scraps is something im still working on
Im okay even if the mod is not that known, the only thing I didnt like it was AC said that he could replace my mod even when half the settings were not there ¯_(ツ)_/¯
can I do percentages like 1.5? or does it only use whole numbers?
Depends on the configuration, it should say "decimal number" if it allows decimals
and those where there are no decimals is just because the game does not use decimals so it wouldnt make sense
oh I see it
I was in player stats and changing movement speed to a 2 seemed like a lot
I can't remember what was the default value for it right now
but keep in mind is not a multiplicator, is a replacement
which part of it?
For all mods, LCV should just allow that mod to replace the setting that LCV had or multiply/add to it
I'll remember that, when (or if) i get the LGU mod and theres an issue I can check back then on that one
That's the best idea, if you have any issues feel free to report them to me or use the in-game menu to create an issue report
I could send you my config if you want, it should already be set up for 10x spawns and you could use that as a reference
yeah that'd be nice
Ight, give me 1 second
Here, Just copy this to your menu.
this works with lethal regeneration nice
Hi, is this mod compatible with Lethal Level Loader?
Cause it makes me have a black screen when I load in the game.
I don't think so
Wait does this always happen? I've seen it happen sometimes with VR players and I still don't know what causes it (and 90% of the time the issues doesn't arise at all)
If it can 100% be reproduced I can maybe finally put an end to that madness lol
Yea, I tried deleting any preset or reseting to default values from lethal variables, but it always will be black, even with a new save file.
If I remove this lethal variables it works fine
LLL was just updated so I don’t think they’re compatible yet
Yep, makes sense, no issues
It should be compatible... what version of Lethal level loader are you using?
Also, can you check for any errors in the console?
Maybe that new update has broken compatibility
v1.2.0
If you could send me the logs I could create a fix as soon as I am back home
@cloud pasture I am not able to find anything in the logs atm, does this issue still happen while only having Lethal level loader and lethal company variables?
Im still away from home so if you could send a clip like the last one you did to see the errors from the video I would appreciate it!
I might need to do a deep dive but I only find something about the ContentType not existing...
@prime warren Sorry to bother but do you know anything about that?
@fast gull can u elaborate
The logs that sent zhorman show something after LLL loads ExtendedDungeonFlows where it tries to access ExtendedLevel.levelType and a field called ContentType throws a MissingFieldException exception
Did you remove that field or what happened
wdym?
ExtendedDungeonFlow inherits from ExtendedContent which had contenttype
Prob just needs a recompile
Maybe a uppercase i forget what it used to be
So is it a problem with the current LLL build?
Would have let you know in advance just didn’t know you we’re looking at it
Cant recall adding nothing related to it with LCV
not a problem just a change
Dunno whats looking at it if not you
the field did technically change tho
Im not looking at that field nor custom dungeon flows
No worries
Can take a deeper look tomorrow, @ me if you find anything or need anything
Okay I will rebuild LCV as soon as I get home, that should fix the issue... weird enough
I would love to know if you modified anything related to how custom moons load, nothing else should break I think
Uhhh
only change is i overhauled how the scenename is used
Should affect any mods like this I don’t think
that should be fine
levels to scene no longer have like a 1:1 correlation they have a weight based selection
I forgot I need to network that
hm
About enemies, do they load whenever they want (vanilla enemies added by custom moons) or are they added always after/before vanilla loads the enemies
that should be no problem
They are dynamically injected into levels based on matching properties every route change
Oh the fake ones are still
But custom enemies can have dynamic rarities depending on stuff like weather
eg you could make an enemy only spawn on stormy levels
So every route change i look thru all that and refresh
oh, well Im not sure what will LCV do with that
do you just replace its rarity depending on the condition?
ye
well, thats gonna break LCV
xD
so its rarity goes from 0 to their original value, right?
If its 0 after the changes I remove from the list
SpanwableEnemyWithRarity list?
Hi, I've just posted on the LLL thread but I have to confirm that disabling LCV solves the issue:
profile code: 018f103e-833e-0dad-8574-e58ede8b7fd8
We have concluded that I need to rebuild the dependency for it to work again, Im not home rn but I will do it as soon as I arrive (in 4:30h aprox)
Sincerely thanks to both for looking into this, some initial friction was unlikely but expected.
(please take your time, no one wants you to burn out ^^)
Dont worry, these things usually happen with how complex the compatibility is, The only problem is that today Im working in the office not in home to fix it fast xD
No problem, no burnout at sight ;)
@fast gull Sorry, got busy, but seems like you already got more answers. Thank you for looking into it. 8)
@here Pushing the fix for the LLL issue right now
Haha, here I was disabling every mod in my list, finally found out that the incompatibility was with this mod, and you already have a fix incoming.
@prime warren Is there any issue with your mod about loading an existing save from a previous LLL version or before installation?
@here Fix has been released, sorry for the delay but I took time to fix another issue among this update.
Fixed
- Added compatibility for latest version of Lethal Level Loader
- Synchronization issues with daytime speed multipliers
I'm a bit confused on how to save configurations i made. what exactly does "Load Preset" and "Save Preset" do? Do the presets not save the values to themselves when I save the configuration?
To save and load configurations use the button at the left of the screen
presets are just a way to store settings for later use or even sharing with the profile
is there a way to make a config and save it externally in case its deleted somehow? that could also help too. but thanks for that info
Configs won't be deleted except if you manually go to the file and delete them, they persist even if you delete your save file
But yea, presets are the way, you can create a preset and it gets saved with your profile
thank you!
You're welcome!
sorry to bother again, but im looking at the preset file with the ccfg file (which i turned into Notepads to see the data) and the numbers havent changed inside yet?
just trying to make sure since i dont wanna keep modding the number everytime i wanna play
You need to change the configs, then save them to create a prefab
ohhh so i edit the config, THEN make a preset for it?
If a value is not saved it will appear in italic, meaning is temporal and can be reverted back to the previous value
yea, presets save the current configuration
ohhhh thanks so much
also, you don't need to save a preset, configurations are persistant forever (if you delete the profile you can still get them back)
Or just copy them to your clipboard if you prefer xD (there is an in-game button for that)
thanks so much, ive been struggling with it for a while now xd
Don't worry, I understand it can be a bit confusing
Ask anything you need!
Also, if you play with friends, the configurations are automatically shared with them so you don't have to share them manually
And most settings work with vanilla players so you might not even need your friends to install the mod
might i suggest making the order of operations a little more clear? (just like put some text that says you make configs to the numbers, then afterwards make a name for the preset and save it)
i dont think it says the steps on Thunderstore either so thats why i was a little confused (btw i used Adv Com for a while so thats why i was a little lost)
I appreciate the feedback, I will work on that
I didn't understnad what you meant about the numbers tho
Also, the reason it does not appear in thunderstore is because all that behavior is backed up by Configurable Company, not Lethal company variables itself
So yea, I might need to update Configurable company to make it's usage more clear...
So i'm running into a bit of an issue, but idk if it's because of this so im just gonna comment on smth I noticed
While on the gameplay settings menu I notice that death penalty percent is tilted as if I'd modified it, even though it's at default and i never ever touched it
if another mod like Mirage modifies/eliminates death penalty percent for zombified players does that affect this aswell?
because I have a buddy without my preset and it won't let him join me even though not a single "Synchronize with client" is tweaked
It's just a visual bug
For this, Have you tried reimporting your own profile?
seems like it worked after like, 5 tries
Did you by chance read anything in the console when this was happening?
nah, wasn't looking lmao
All good
@balmy hedge I can confirm the death penalty is just a visual bug and that your friends should be able to join regardless lf the configs so maybe some other mod was messing arround
sick! yeah it wound up being just visual
Working on something you might like
damn generating random numbers that don't go though the roof is kinda hard
what dis mean
I found out that doing random values could lead to unusable configurations
for example, there is no use for scrap value x999999
so I want to make values have a normal deviation
so is more common for a x1.10 than a x2.10
So i am doing the math rn
oh
Hey @fast gull, I've just had a long session of "testing" 😛 - I believe there's a bit of overlapping/incompatibility with LateGameUpdates
- the whole section that tweaks the player (hp, jump, etc.). LCV overrides all LGU upgrades applied on the player ^^
@noble jetty How does LGU modify those stats (aka when), Im not sure how LCV could be overriding them but I will take alook
I can provide you the profile I'm using (for debugging) but I'm not really sure who should fix what - lemme find if there's a thread for LGU and the creator is on discord.
#1178407269994594435 message @rich knot There you go, crosslinked the issue hoping to help making the two compatible ^^
LCV only modifies stats when the player joins the game and, except the health which is also set after reviving the player
@hereImportant notice for everyone
The next update for Configurable company will sadly bring a limitation to the mod (Im not capable of finding alternatives). The limitation comes down to the maximum value for variables in general, it will be reduced from whaterver this number is 1.7976931348623157E+308 to 79228162514264337593543950335M
So yea.. now you wont be able to put... quadrillions(?) as values
wait - you were serious. How...when would anyone hit that number? ^^
Yea, I was serious xD
When I developed Configurable company I made it bulletproof
So if a configuration sais Infinite, it comes close at least lol
Never say that in the presence of a mathematician 😄
In that case
I will truly make them infinite in some update
Not that it is not posible
just that not very useful
Huge
What if we can set our own number range?
Those ranges should be hardcoded by the developers to avoid problems
For example you should not have -1 health
So I need to hardcode health to be at least 1
That's heart breaking 😔. Now I won't be able to run 1.7976931348623157E+308x enemy spawns. A shame
Oh I see
game runs normal until the next spawn wave
and then 0 fps then crash
lol
Did you try to set the spawns that high? lol
New video idea, Lethal Company but enemy spawns are 1.7976931348623157E+308x
The video ends when the game crashes
video is 5 seconds long
🤣
I would love a video like that
just the game starting
the ship landing
and a chipped scream cut by the game breaking the computer audio and crashin
lol
LethalCompany.exe is not responding
Exactly
the game already can barly handle 100 enemys i can't imagine a billion
Random settings are almost implemented
even 25 is too much for the game
huge
Then once that is done you could actually make your own challenge moons
Im almost thinking about creating a cloud service to upload "challenge" configurations
I’m running at a
4
4
1000 - 1000
100 - 100
1000 - 1000
10
10
It’s fucking chaotic
How is your game not crashing lol
I think there is brutal company minus(?)
I was thinking about adding my own event-based mod
@here Update Configurable company! Now you can randomize configurations!
The full changelog is in #1193563980300558437
Also I managed to implement it without reducing the number limit... even tho no one will ever use 1.7*10^308
A lot of performance mods. I’ll take a screenshot later if one of our games, it’s super chaotic. We love it though, don’t even need brutal company. Every day is a nightmare
Also I've made a guide on how to use the menu, just in casy anyone needs it, here it is (github)
hi i am trying to the edit the amount of money i start with but the edit never takes effect, every other setting works to my knowledge
nevermind i found the mod!
it was generalimprovements
Oh
Ya if you disable that, it should work
So, quick question. Is there a way to make certain enemies not spawn outside but do spawn inside? For context, I am running the Rolling Giant mod and have set them not to spawn outside but recent runs made me see them spawn outside. Checked settings and I indeed have them on false but was wondering if this mod could possibly be overriding the config.
That's actually a good question
You'll have to wait for AMRV to wake up
I was confused as to why this mod wouldn't have that option; if it doesn't already.
Sure.
@fast gull Is it possible to add compatibility for mods that do this?
Or make outside enemies spawn inside?
I was thinking more in a way AC (Advanced Company) does it, like specify what enemies you want to spawn outside and inside.
Unless you already mean that.
ya
Solved, thanks to Pacoito from LateGameUpgrades, checking all patches affecting the jump.
The offending mod is GhostMode. I totally wasn't thinking that was changing the jump height in any way X_X
Lethal quantities does that
rolling giants are ver weird, I think is possible to do so but the implementation they have makes it very difficult, I will try to add that feature but it might take some time
how is that everytime I go to sleep issues happen
depends on the mod, rolling giant is a weird one, thats the only issue
lol
LCV allows you to choose what enemies spawn inside and outsidw
but it gets a bit confused with enemies that could spawn both inside and outside
Hey @prime warren does LLL change the gameObject name or prefab of enemies?
Also, is there any way to check if a fake enemy from LLL is fake and is not a real one?
no to both
would it be possible for a player setting to make normally insta kill encounters only do set amount of damage
Im not 100% sure, it could be possible but it might break a lot of stuff
like when the mimic blocked the input of the player after its animation
i think v50 fixed the mimic one
yea, I meant that more issues like that may occur
And even problems with other mods
I will look into it but im not sure it will be posible
If you could add it to the suggestions excel I would appreciate it
k
Thanks
I could be wrong but I think it uses vanilla spawns for enemies. Like outside enemies won’t spawn inside and vice versa. Could be wrong though. I have found using LCV with SEE that it controls enemies spawn variables pretty well.
its there now
Yea, all spawns follow vanilla rules
Also what is SEE ?
Starlight Enemy Escape
You can configure if enemies can go outside and inside on all of them. Using it with LCV it’s allowed me to have better control of the massive amounts of mob spawns I get and where they can be.
Nothing quite like a baboon hawk chasing you through the front door determine to kill you. Can even set it for dogs and worms to go inside…
I really wanted LCV to make spawns reliable, glad to know it is the case
Not sure how to feel about that, is it even possible to survive that?
We have been BARELY surviving the first three days with hordes of enemies inside and then outside is nothing but 10-15 mechs killing everything in site like it’s Helldivers.
Helps I have the Helldivers model replacement pack too
you just need some weapons
We currently are trying to stab everything we come across, and usually die still. It’s a great time working for the company.
stratagem mod when
I see, thanks for your input man.
literally our first day
average day at the company
Ya, That happens a bit
That's like every game
Titan is worse
Everyone's out going for that Q10 run, I should get Q10 with 10x spawns.
I'm still learning
I gotta learn how not to die
Nah, not dying is optional
how to kill stuff better
life is cheap for the company
I gotta get better at the game first because 200 hours is not enough
I might start off with 5x spawns because I feel like that would be good practice
buff
x5 spawns
I would just start by forcing at least 5 enemies per hour
also I noticed the spawning range when randomizing settings sets those values to high always
People struggle a lot getting Q10 normally. Getting it with extra spawns would be insane
ya
oh I see
you complete 10 quotas
May I add a scrap value multiplier per completed quota
View Lethal Company speedruns, leaderboards, forums and more on Speedrun.com
That would be too easy
custom challenge moons would go insane but I think you also need to add a way to set seeds so it could pick a random seed per week.
Also is it possible to add leaderboards?
that's insane, I only go above Q10 with 3 players or more
i also never play alone... xD
random seed is pretty simple
Ya, soloing it is the hardest thing you could do in game
Is just that I dont want something cheap, like just a random value each week
I would prefer a monthly challenge but to be a true challenge
and to have a goal
not one day but "one day", "one quota", "10 days"..
If a leaderboard is possible to make, that would add a goal on it's own
I dont think a leaderboard could be benefitial, a lot of cheaters
I mean, if I had infinite time I could just one of my servers and check if someone gets a "cheated value"
I wonder if there is a way to scan for other mods?
hmm
Yea
I could check every loaded assembly into the game
but what should I do, disallowing specific ones?
there will always be workarounds
by just using cheat engine for example
I would just say lock the challenge if you have any other mods or you could also make it so you have to record your run
And maybe have trophies in the form of cosmetics for More Company if that is even possible to do
Also did not know this was even possible
yea but that would be annoying
like forcing to have a set of mods to play the challenge
true
what if someone wants to have some cosmetics, some custom sounds or some QoL mods that wont affect the gameplay
its very hard to limit that
I'm sure you could think of something
My first LC mod was just a cheatengine to modify all the stuff I wanted
oh wow
Maybe check if mods modify X stuff but that would require a lot of work and time I dont have
yet it would be easier to make an anticheat tbh
What if we go through mods and add them to an allow list? The list would start off small but would get bigger the more people suggest mods.
Would that even be possible?
what if LCV just checks all of the values upon starting to make sure nothing has been modified
from my experience at security stuff, that's not possible as mods appear and disappear daily, there are mods that are not in the thunderstore...
well not a full on anticheat but just a faily simple mod to check if somsone is doing stuff that the game is not supposed to do
the whole addition should be in Configurable company
not int LCV
as that would make any other mod that uses configurable company not usable
actually that's fair
most of this would be for Configurable Company
new functionallity: Configurable company
new settings: Lethal company variables
ya
I would probably add a way to set seeds first so we have that available as a base feature but then I'm sure you could probably cook something up for challenge moons.
with how configs can be shared I could just make a thunderstore code profile with the challenge and people could just film theirselves doing it
not sure I understood what you meant with seeds?
You can use seeds for the RNG settings
I think that would be the easiest solution, it just wouldn't be automatic
The interior is always the same for everyone
same enemies and everything
ya
theorically that's easy
So the leaderboard wouldn't be just getting insane luck but would actually be routing and skill
Kind of like the vanilla challenge moons
Ya, it would be a ton of work but would add a lot
Oh true
and other project I found could add a lot into the game and would make it harder by every time
basically a mod so you need to choose a debuf and a buf every quota
Oooooooooh
like +10% enemy spawns +10% loot value
And they stack?
that would actually be really cool
a game about cooking
And assuming it would also use Configurable Company for changing the debuff/buff values, enabling and disabling debuffs, and etc?
yea
more players using configrable company and I can use something I already have "finished"
and it would be easier to create than LCV
showing all content before it is loaded into the game so the player can modify it was harder than I though at first lmao
That's actually a cool mod idea
I might put some work into it
as most of the stuff would require me to use things I already developed or used
Ya, most of the stuff is basically already made with LCV
yea
and the display, snychronization and stuff I could just use what I already developed for the event API
compatibility with vanilla players is always in mind
Are you going to make the mod also stack with LCV values?
Imagine 10x spawns turn into 11x because you get 10% added
but if I do a mod like that, everything will be set after default values
so yea, would work
that would be pretty funny
now I only need to add a name to the mod and I can start development lol
Imagine you set 10% to 100% instead and your spawns go from 10 to 20
ufff
I love the idea
so my idea would be to add like 3 options
each one has one buff and one debuff
or even have some with rarities
I was just about to ask that lol
I need to to go sleep and tomorrow is a special day
no wait
past tomorrow
but I will still be kinda busy
I will think about that mod cause it might be worth my time
hope someone here also sees these messages and agrees to not feel like spending half a month onto something no one will ever know lol
I will most likely still be awake by the time you wake up so I'll be here
pretty sure when I get up you might go to sleep lol
kinda funy the timezone difference
I disable all traps, yet they still show up. Is there something I'm doing wrong when saving the preset?
Do you have any other mods?
Did you save the configs before creating the preset?
yes
Alright, I will check the issue as soon as possible
Did you see anything weird in the logs?
Or do you have any other mod that could affect level generation
Don't think so
Depends on what you do with it, most of it's settings are host only
Some of the settings have a "Synchronize with clients" tag in the description to indicate that all clients need the mod
i only rly messed with the enemy spawnrates and max enemys
I cant remember all the settings but im almost sure none of those settings require synchronization
it would be cool if you could customize enemy spawn chances
lol, no worries
im guessing its 0 to 100% right?
so if i had weight 0-5 it would work just as well
as 0-100
or would it not work like that?
like if i made enemies have weight 0-5
if you have 3 weights (1, 10, 100) the "percent" would be from 0 to 111 (1 + 10 + 100) and then that would be the probability
so, the greater value, the higher probability
its how the game does it
ya ik
in simple terms
consider it a probability but instead of 100% being the maximum
the maximum is the total of the values you set
also what are dust clouds?
my guess is something the LC developer forgot to remove lol
some people report is as foggy but with less fog, others report is nothing...
it's weird
ik
just set the thumper to spawn like a very little bit of the time and i got immidietly killed by it lol
I feel like enemies are spawning a lot more than they should be
like the rarier enemies i set are spawning more than i thought they would
and the super common enemies Im not really seeing
(that i set)
did you modify the global chance or the per planet chance?
i think
im only playing on the planet i set it on thos
tho
to test
oh i did per planet
I just realised i did an oopsie
alr
what does the global enemey spawning settings do?
cuz i changed them and it might be messing with it
is a multiplier for everything
oh alr so idk what it is than
soo if you have some settings in assurance like a 50 chance
and the global is at 50
then the final chance is 50
but if the global is 100
then is higher chance
im just kinda sketch cuz i set the braken to be decently rare and it was the 3rd enemy to spawn
same thing with thumper the other round (but it would be a bit more common)
And im barly seeing stuff like looting bugs (they r like most of the spawn chance)
can you show me the configs for those?
for the planet or?
also, keep in mind a lot of stuff may happen, its just a probability after all
Ohh i see
whatever you modified for them, so if only for one planet, that should do
i modified a bunch of stuff besides the planet
do i show u that as well?
or just the planet chances?
only the probability and enemy cap should be relevant for this
so planet and capacity?
yep
if you want, a screenshot will do
you don't have to send everything from the planet stuff, just the thing for the thumper, bracken and hoarder if those are the ones you modified
i modified a lot of em
but ill do that
there
it might just be rly bad rng as well lol
you could crank those values up (increasing the difference in value between the enemies) but im almost sure it was just bad rng
sometimes the game is funny and decides to insta kill the player with a bracken in the entry so.. wouldn't be a surprise lol
nah don't worry, glad to help
however if that thing is happning constantly
let me know to check for any issue
alr
ive only tested it twice so it might just be a fluke
ok so a coilhead just spawned
i think i need to crank up the other enemies lol
it seems that they r just to common or smth
it would be cool if u could change enemy hp and stuff like that (as a suggestion)
dk how well that would work tho
If you want to check if is there any issue, set all probs to 0 except two enemies, set them both to the same value and check if their chance is 50%-50%
I could look into it, maybe it's possible (as everything should work with custom enemies...)
got it, also it seems to be better
got a 1:30 thumper instead of a start of the day thumper (i set it so 3 enemies spawn at the start of the day)
and daytime enemy spawns are working good
and i havent seen enemies that arent supposted to spawn
(i set them to 0)
instead of turning them off
the way to disable them is setting them to 0
"disable" means that LCV will not modify that
oh lol
I think it appears in the tooltip of the configs
but yea, the disable option is for special cases where for example an enemy should be handled by other mod or something
so if u dont want an enemy to spawn setting it to 0 doesnt work?
nono, setting it to 0 works
alr got it
alr got it
with the stats i had before would it be normal for a thumper to spawn pretty much every time
like every day
like the spawn chance
ya lol
think of them like, the higher is the difference between values, the greater you will notice the difference
i think its working tho because i havent seen another coilhead/braken
if you just want to make sure they dont appear, set it to 0
or if you want to be sore that there aren't too many, use the spawn caps
another problem is enemy spawn is boosted like 3x with the settings i have when theres 4 people so it might make the enemies more common
like cuz theres more enemies in general
then I can only suggest to change the probabilities until you find something you like
wait
but keep in mind that is pure rng, you might have a good day or a bad day
im 99% i disabled mimics
and i just saw one
cuz i changed the settings a bit
maybe i didnt save that
ima check real quick
did you leave it like this?
nvm i didnt save it
lol, no worries
1st time ive seen that so they r as rare as they r supposted to be
30 is still pretty high to be honest lol
i have the hording bug and the spore lizard at like 80
so i think that should balance it out a bit
all your loot is gonna be stolen by hoarders lol
thats why i bring my stuff outside
also im 100% gonna change it cuz assurance is a rly good moon
im just testing it out
also max for them is like 15
😄
so theres a lot of em
- 3x enemy spawns almost
i feel bad for the randoms im playing with cuz i havent finished a single day
they all getting kicked out cuz im leaving to change smth
poor guys lol
also I might end up forcing a tag in public lobbies for players that use LCV
because the idea of spawning 100 enemies might not be enjoyable by everybody
bet 90% of the people wouldnt even know what that is
also I dont really want people to cheat
im supprised it isnt alr