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

1 messages · Page 6 of 1

fast gull
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still weird that the hoarder mod causes the issue..

noble jetty
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yup, thanks again ☺️
I've been disabling other more...related mods for days and I agree - that felt innocuous ^^

south whale
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Scopophobia also doesnt work

fast gull
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Also, if you happen to found other weird issues and you have no clue on why

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Try this method

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except tmodloader is the discord server of LC

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It makes sense but is not widely known

noble jetty
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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 ^^

fast gull
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Thankfuly it was not a edge-case

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I hate edge-cases

noble jetty
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I almost missed this :S
Ugh. Isn't there another event happening right after to counter-override that via LCV? :S

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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

fast gull
fast gull
dreamy ibex
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Changing facility size doesn't sync with other client's so fire exit fall's outside map and different generations spawn

fast gull
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@dreamy ibex do the other clients have the mod? Factory size is one of the configs that require all players to have the setting

dreamy ibex
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yep ill see if the code export kept settings however

fast gull
minor slate
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would there ever be a way I can change all moon values without having to individually change each one, one by one

fast gull
safe tundra
fast gull
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You dont need to

safe tundra
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oh you dont?

fast gull
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The configs sync with every client in real time

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presets are only to share configs among other people or debug purposes

minor slate
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for some reason when I modify enemy spawns it doesn't do anything

minor slate
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@fast gull I also am using v50

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here is the error

fast gull
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Im currently away from home but Ill check as soon as I get back

minor slate
fast gull
noble jetty
# minor slate

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?

fast gull
fast gull
native cloak
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@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.

fast gull
native cloak
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Ya, I gave it a bit to give time for some of the major bugs to be fixed

fast gull
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Funny that you mention that

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LC had a patch yesterday

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For all the changes it has, Im pretty sure some mods may have broken

native cloak
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I did here about that but I didn't know what changed

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Last time I played was during the Beta lol

fast gull
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Oh, Im not sure what changed from the beta, didn't play it

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But the patch seems to only fix or optimize internal stuff

native cloak
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Luckily the modpack I'm using is just remodels, lag fixes, and LCV

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Well those + scan for enemies

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It's just a helpful mod to have

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Did the patch also break LCV or did it not need to be fixed?

fast gull
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no fixes needed

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LCV should be 100% fine

native cloak
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That's pretty lucky

fast gull
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Seems like the patch is just light code optimizations

native cloak
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I'll let you know if I end up running into any double ghost girls again lol

fast gull
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Nothing to worry about

native cloak
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I think the one I had with the centipedes was because I killed one and it ended up spawning another one

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And scan for enemies tracks dead enemies too

native cloak
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Do you think there is a minimap mod that shows enemies but not scrap?

fast gull
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Not that I am aware of

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minimap mods just tend to place a camera with the same filter as the ship one, works but is cheap

native cloak
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I see

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I might suggest that

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Or maybe just an enemy Radar

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Let's you know if there is an enemy nearby

fast gull
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Im more inclined into the idea of not knowning how many giants are waiting for me at the emergency exit

fast gull
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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

native cloak
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I wasn't planning on using it in my 10x spawns modpack but it would be cool

fast gull
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spoiler || they killed a giant ||

native cloak
native cloak
fast gull
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Also, don´t forget to renew the config for the newer version of LC, otherwise || new enemies and stuff won't appear that much ||

native cloak
fast gull
native cloak
robust bison
fast gull
robust bison
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oh no

fast gull
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dont worry

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is just code optimizations and im almost sure it was done automatically

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so nothing should break or only a few mods

robust bison
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Oh, that update

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it was just 2 fixes

fast gull
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something wity player movement i suppose

robust bison
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masked: 1 line fix

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and the slope stuff

fast gull
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yea, those were the breaking changes i saw

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all the other stuff was mostly collections

minor slate
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the issue was the deadline being changed

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idk if you can actually fix that at all

fast gull
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did you fix that issue by changing the deadline days from LCV menu?

fast gull
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Then yea, I can fix that

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It might be a little tricky but ill look into it

minor slate
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Alright thanks

fast gull
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This is something hardcoded into the game, I will fix it asap

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@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

fast gull
# minor slate 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

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@here I just uploaded a hotfix for an issue regardin enemy spawning when the deadline days was modified :)

fast gull
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Quick reminder this pool exists and closes in 1h

native cloak
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It's tied

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Both are good options

native cloak
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@fast gull I just started messing with it and spawns seem way slower

fast gull
native cloak
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I have them set to 25x for testing and 50 for starting enemies and this is all that spawned by 1 PM

fast gull
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Seems like manticoils are just getting all the spawns

native cloak
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And I did turn up the power levels

fast gull
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the power level of the level or the enemy?

native cloak
native cloak
fast gull
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Hmmm, seems weird that enemy spawns are that slow

native cloak
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Outside enemies seem to work fine

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might have something to do with there vent spawning

fast gull
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Right now im busy working

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But I can send you the debug version of LCV so you can check if the spawns are getting multipled

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so I can just fix anything weird happenin

native cloak
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Ight, sounds good

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I'm trying to read the console but it's just getting spammed with "FS"

fast gull
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FS?

native cloak
fast gull
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Well, luckly these logs are in crimsom red so you will be able to see them better lol

native cloak
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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

fast gull
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what do you mean only 6?

native cloak
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Oh ya my bad

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I meant 60

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That was a typo

fast gull
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thats better lol

native cloak
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Also for some reason, Centipedes are disabled (By default) but still spawn on Assurance

fast gull
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Disabled means that LCV does not modify that spawn rate

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so basically the mod is not detecting the spawn chances for the centripede, thus not modifying it by defualt

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Not sure how did I miss that lol, let me look up the chances and fix that

native cloak
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Ooh, so would I want to enable the ones that should be enabled?

fast gull
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wait the probability is added

fast gull
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Is basically done to allow the player to spawn any enemy on any custom moon

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as from what I know, custom enemies can't spawn in custom moons by default

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@native cloak What does the tooltip say about the centripede? try to set it to default

native cloak
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Oh, would it affect how many spawn though?

native cloak
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If I keep it disabled but set spawns to 25x would it still multiply that?

fast gull
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That's only the probability

native cloak
fast gull
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you would multiply the amount of enemies to spawn

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then if the game decides to spawn 10, it will use the probabilities to select which 10 enemies

fast gull
native cloak
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So if I want everything to use Vanilla probabilities, I just disable everything?

fast gull
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the only difference is that those that are "enabled" have a known probability for LCV, those who dont will be ignored

native cloak
native cloak
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Should I turn off Roaming Locust spawns for this test or keep them on?

fast gull
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You only really need to know the spawn amount

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So you don't need to change probabilities

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Anyhow, are you sure that spawns are not being limited by the spawning range configuration?

fast gull
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Uhu, maybe that many enemies are throttling the vents

native cloak
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Maybe, I tried 10x and it still seemed a but slow

fast gull
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Go in game and check if the spawns are being multiplied

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Maybe something is clamping them to a lower value

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you should be able to see a line like Modifying inside spawns [original -> modified]

native cloak
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Right when I land?

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I'm not seeing anything that says that

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It would be in red right?

fast gull
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depends on the update cycle of the game

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but should appear in red and multiple times during the day

native cloak
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Ya, I didn't see anything

fast gull
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Do you have the fatal error logs enabled?

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(I use fatal just to see them better with the console spam from other mods)

native cloak
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I think so, it's showing the configurable company ones

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And those are Fatal

fast gull
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what?

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Configurable company should not have fatal logs shown

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That's only for the debug version

native cloak
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Huh?!?!

fast gull
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what logs did you see from configurable compnay? xD

native cloak
fast gull
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no, thats the correct one lol

native cloak
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oh

fast gull
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Those are in fact the logs you are looking for

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yea, internally the mod is called Configurable Company variables

native cloak
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I see

fast gull
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just because originally this mod was a test for Configurable company

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Seems like its modifying the inside spawns

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by a lot...

native cloak
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250 yet there is like nothing spawning

fast gull
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after those logs

native cloak
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well, not nothing

fast gull
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does it show anything about "enemy selected"

native cloak
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In red?

fast gull
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no, unity logs

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from vanilla game

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it should at least show one per enemy selected to spawn

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keep in mind that those are selected to spawn after a random amount of time has passed

native cloak
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It looks like it failed to spawn a ton of enemies

fast gull
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the only concering there is the Enemy 0 could not be spawned

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This should only mean that the enemy has reached it's spawn limit (or if im sure, there are no more available vents)

native cloak
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Should I try upping the facility size and see if that changes anything?

fast gull
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but power of 20 means there are already a lot of enemies inside, doesn't it?

native cloak
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or something like that

fast gull
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spiders have a power of 2

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that should mean at least 10

native cloak
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oh they do?

fast gull
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hmm

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enemies are selected at that moment but only spawn after some time

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give it two minutes or something so they get out of the vent

native cloak
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ight, I'll try that

native cloak
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Also here is the FS spam I was talking about

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I think it has something to do with the Tulip Snake

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Imma disable that enemy and launch again

fast gull
native cloak
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I will say it does try spawning a ton right as I start

fast gull
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Hm, Im not sure why x25 goes from 0 to 250

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that does not seem like 25

native cloak
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Lol

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Maybe the range is multiplying 10 by 25?

fast gull
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range is the last thing to apply

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but is definetly weird

native cloak
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Also I set all enemy powers to 1 and it's still using there default

fast gull
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wait

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did you save the configs?

native cloak
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I think so

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I can load in again

fast gull
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seems weird that not even that is working

native cloak
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Also here is another Enemy 0

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I mean, Spawns aren't bad for say it just doesn't feel like 25x

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I wish there was a way to customize how many vents spawn

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Or the vent spawn chance per room

fast gull
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let me modify something from the mod to check the amount of occupied vents so we can check if that's the issue

native cloak
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It most likely is

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I could check this by just making the Facility bigger

fast gull
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try changing the facility size

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just to see if the spawns get better

fast gull
native cloak
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Also just checked, enemy powers were saved, they were just not working for some reason

fast gull
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I guess they still dont work right?

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It might have something to do with the cache

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Try restarting the game

native cloak
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Is this what I'm looking for btw for Facility size?

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I did 10x normal size

fast gull
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it should be before that

native cloak
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I mean, this got spammed more than usual

fast gull
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yea thats because there are more rooms afaik

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the message should be just before that, also in red

native cloak
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I'm not seeing it

fast gull
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you should be able to see something like "Level size {planet name}"

native cloak
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That's what's before it

fast gull
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maybe even before... it should be there lol

native cloak
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Ya, anything before that is me launching

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Also enemies aren't spawning anymore than usual

fast gull
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Can you see if you find a text RoundManager::Awake (Postfix)

native cloak
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I'll look

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This is all I see

fast gull
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Can you send me the logs?

native cloak
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ya

fast gull
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Not good not being able to see that line

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Is what triggers all the configs for enemies and stuff to be modified

native cloak
fast gull
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seems to be working

native cloak
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Oh, I didn't see that

fast gull
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I think you can do Ctrl+F to search in the console

native cloak
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Is that located after or before I launch?

fast gull
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but pause the game (click in the console)

fast gull
native cloak
fast gull
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the match

native cloak
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Either way, it didn't seem to increase spawns anymore

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It actually seemed to be slower than the previous test for some reason

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I think it does have to do with just not enough vents to spawn everything quick enough

fast gull
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I can see from the logs that it selected 25 to spawn

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but choosing the probabilities only let 4 to spawn

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then it stopped

fast gull
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There might be a condition im not taking into consideration or maybe it cannot spawn that many in one go

native cloak
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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
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Or is that not possible?

fast gull
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I haven't seen anything related to vents yet so im not sure what could be possible and what couldn't

fast gull
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the only thing that can reduce the amount of enemies is this

native cloak
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What does that do?

fast gull
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forces the amount of enemies to spawn to be between 0 and the amount of vents in the level

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Im adding a log to see the amount of vents in the level, to check if that is the issue

native cloak
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oh

ruby quail
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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.

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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?

fast gull
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My recomendation is to not use it and wait for LLL to implement custom enemies and stuff

fast gull
ruby quail
ruby quail
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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

ruby quail
fast gull
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To use LLL instead of lethal lib

ruby quail
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Oh, right. Gotcha

fast gull
ruby quail
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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

fast gull
sonic gulch
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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.

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other than that though, absolutely love the mod, integrates very nicely into the LC UI and looking forward to scrap menus regardless 🙂

native cloak
fast gull
lost pendant
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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

fast gull
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Funny enough hidden weather was a feature from LCV that was disabled sone versions ago, I was already in process yo being added back

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For the other stuff, I think there are already suggestions in the excel but I can give them a priprization point

lost pendant
fast gull
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No worries! Also you can formalize suggestions and check progress in the excel of the mod (its pinned in the channel)

noble jetty
# fast gull Seems like manticoils are just getting all the spawns

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)

fast gull
# noble jetty yup, I noticed a manticoil has a power of 1 (!). I suggest tweaking their base p...

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

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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

noble jetty
fast gull
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the problem with the spawns is to make it work with vanilla users

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However, I never heard or seen an enemy go back into the vent

noble jetty
fast gull
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Don't worry, I already tested and It works with vanilla players

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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

noble jetty
fast gull
noble jetty
fast gull
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And the amount of vents will be updated automatically, players cannot modify the spawn

noble jetty
fast gull
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I even have a clip of myself getting jumped by a mimic right after landing because of that

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So going back to the enemy spawning, there won't be any differences if you never increased the spawns by a lot

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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

noble jetty
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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 😄

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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! 🙂

fast gull
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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

fast gull
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And it even works for custom interiors

native cloak
fast gull
kind python
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the door to nowhere

fast gull
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@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 force and movement 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!.

tiny helm
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Ever since the new update damage seems to be disabled despite not changing the health/armor config (New r2 profile)

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except from insta kill sources like spike traps

dreamy ibex
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+1

fast gull
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I will look into it asap

fast gull
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Ive fixed the issue, sorry for the inconvenience everyone (I forgot to do my math correctly for the release)

vestal hazel
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This mod doesn`t work in vr 😭 (causes the game to launch VR in Theater mode)

fast gull
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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

stray mason
fast gull
stray mason
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I also kinda want to add VR interactions for some of the new V50 items/environments for the next update

empty dragon
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can you modify enough in LCV for it to spawn A lot of enemies, enough to make each match extremely difficult?

fast gull
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All following vanilla rules of enemy spawning (probabilities, batches, hours, vents...)

empty dragon
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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?

fast gull
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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

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so it wont cause any errors, just more enemies or overrided values

empty dragon
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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?

fast gull
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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

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And those that have two values are a range, meaning you should set a minimum and a maximum

empty dragon
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copy that

fast gull
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Keep in mind enemies are an expensive process for the computer, better have optimization mods if you spawn to many

empty dragon
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I have I think 4-5 performance mods for enemies

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if its too much I can lower them

fast gull
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you can also change the probabilities and limit individual enemies

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for example if you only want 5 dogs at maximum

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or if you want a higher chance for nutcrackers to spawn

empty dragon
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I see that, located in the capacity spot

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the probability I would assume is in the planets section?

fast gull
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yep, and you can set them individual for each planet

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yea

empty dragon
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copy copy

fast gull
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although you have a global one so no need to modify one by one

empty dragon
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the global should overwrite for all of them then? and just make every map hellish together?

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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?

fast gull
empty dragon
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thanks for responding for all my questions btw, going to give it a test run

fast gull
empty dragon
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also sweet you can change speed and stuff in this like you could in advanced company, thats nice

fast gull
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yea, LCV was not that well known but I could arguee it offers as much as AC or more in some cases

empty dragon
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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~

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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?

fast gull
empty dragon
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and look which one is around now perceive thats a win to me

fast gull
fast gull
empty dragon
#

can I do percentages like 1.5? or does it only use whole numbers?

fast gull
#

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

empty dragon
#

oh I see it

#

I was in player stats and changing movement speed to a 2 seemed like a lot

fast gull
#

I can't remember what was the default value for it right now

#

but keep in mind is not a multiplicator, is a replacement

empty dragon
#

copy

#

side question does this mod work with Lategame upgrades?

fast gull
#

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

empty dragon
#

I'll remember that, when (or if) i get the LGU mod and theres an issue I can check back then on that one

fast gull
#

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

native cloak
empty dragon
#

yeah that'd be nice

native cloak
native cloak
ruby flicker
#

this works with lethal regeneration nice

cloud pasture
#

Hi, is this mod compatible with Lethal Level Loader?
Cause it makes me have a black screen when I load in the game.

stray mason
cloud pasture
#

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

empty dragon
cloud pasture
#

Yep, makes sense, no issues

fast gull
#

Maybe that new update has broken compatibility

cloud pasture
#

v1.2.0

fast gull
#

If you could send me the logs I could create a fix as soon as I am back home

cloud pasture
#

Sure

fast gull
#

@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!

vestal hazel
#

Logs with only the LLL and LCV

fast gull
#

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?

prime warren
#

@fast gull can u elaborate

fast gull
prime warren
#

ye that’s true

#

it’s uh

#

Derived now

fast gull
#

Did you remove that field or what happened

fast gull
prime warren
#

ExtendedDungeonFlow inherits from ExtendedContent which had contenttype

#

Prob just needs a recompile

#

Maybe a uppercase i forget what it used to be

fast gull
#

So is it a problem with the current LLL build?

prime warren
#

Would have let you know in advance just didn’t know you we’re looking at it

fast gull
#

Cant recall adding nothing related to it with LCV

prime warren
#

not a problem just a change

#

Dunno whats looking at it if not you

#

the field did technically change tho

fast gull
#

Im not looking at that field nor custom dungeon flows

prime warren
#

Can take a deeper look tomorrow, @ me if you find anything or need anything

fast gull
#

Okay I will rebuild LCV as soon as I get home, that should fix the issue... weird enough

fast gull
prime warren
#

Uhhh

#

only change is i overhauled how the scenename is used

#

Should affect any mods like this I don’t think

fast gull
#

that should be fine

prime warren
#

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

fast gull
#

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

prime warren
#

They are dynamically injected into levels based on matching properties every route change

fast gull
#

what

#

So they are no longer replaced at the start of the game (once)?

prime warren
#

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

fast gull
#

oh, well Im not sure what will LCV do with that

#

do you just replace its rarity depending on the condition?

prime warren
#

ye

fast gull
#

well, thats gonna break LCV

#

xD

#

so its rarity goes from 0 to their original value, right?

prime warren
#

If its 0 after the changes I remove from the list

fast gull
#

SpanwableEnemyWithRarity list?

noble jetty
#

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

fast gull
noble jetty
#

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 ^^)

fast gull
#

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

fast gull
cloud pasture
#

@fast gull Sorry, got busy, but seems like you already got more answers. Thank you for looking into it. 8)

fast gull
#

@here Pushing the fix for the LLL issue right now

golden swallow
#

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.

fast gull
#

@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
viral cedar
#

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?

fast gull
#

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

viral cedar
#

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

fast gull
#

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

viral cedar
#

thank you!

fast gull
#

You're welcome!

viral cedar
#

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

fast gull
#

You need to change the configs, then save them to create a prefab

viral cedar
#

ohhh so i edit the config, THEN make a preset for it?

fast gull
#

If a value is not saved it will appear in italic, meaning is temporal and can be reverted back to the previous value

fast gull
viral cedar
#

ohhhh thanks so much

fast gull
#

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)

viral cedar
#

thanks so much, ive been struggling with it for a while now xd

fast gull
#

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

viral cedar
#

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)

fast gull
#

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...

balmy hedge
#

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

native cloak
balmy hedge
native cloak
balmy hedge
#

nah, wasn't looking lmao

native cloak
fast gull
#

@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

balmy hedge
#

sick! yeah it wound up being just visual

fast gull
#

Working on something you might like

balmy hedge
#

oh my god....

#

this is incredible

fast gull
#

damn generating random numbers that don't go though the roof is kinda hard

ruby flicker
#

what dis mean

fast gull
#

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

ruby flicker
#

oh

noble jetty
#

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 ^^
fast gull
#

@noble jetty How does LGU modify those stats (aka when), Im not sure how LCV could be overriding them but I will take alook

noble jetty
#

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.

fast gull
#

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

noble jetty
#

wait - you were serious. How...when would anyone hit that number? ^^

fast gull
#

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

noble jetty
fast gull
#

In that case

#

I will truly make them infinite in some update

#

Not that it is not posible

#

just that not very useful

native cloak
native cloak
fast gull
#

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

native cloak
native cloak
ruby flicker
fast gull
native cloak
fast gull
#

The video ends when the game crashes

ruby flicker
#

video is 5 seconds long

native cloak
#

🤣

fast gull
#

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

native cloak
#

lol

ruby flicker
#

LethalCompany.exe is not responding

native cloak
ruby flicker
#

the game already can barly handle 100 enemys i can't imagine a billion

fast gull
#

Random settings are almost implemented

native cloak
native cloak
#

Then once that is done you could actually make your own challenge moons

fast gull
empty dragon
#

It’s fucking chaotic

fast gull
#

How is your game not crashing lol

pliant lintel
#

imagine with that and brutal company

#

wait is brutal still supporting v50 tho

fast gull
#

I think there is brutal company minus(?)

#

I was thinking about adding my own event-based mod

fast gull
#

@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

empty dragon
fast gull
#

Also I've made a guide on how to use the menu, just in casy anyone needs it, here it is (github)

GitHub

An API for Lethal Company that allows other modders to create in-game options (configurations) that persist between sessions, synch between players and are save-file dependant so you can customize ...

wheat wagon
#

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

native cloak
#

Oh

wheat wagon
#

it changes starting cash

#

you can just turn it off

native cloak
#

Ya if you disable that, it should work

wheat wagon
#

yeah it works great now lol

#

the ui and ease of use is amazing

waxen canyon
#

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.

native cloak
#

You'll have to wait for AMRV to wake up

waxen canyon
#

I was confused as to why this mod wouldn't have that option; if it doesn't already.

#

Sure.

native cloak
#

Or make outside enemies spawn inside?

waxen canyon
#

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.

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

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?

prime warren
#

no to both

fast gull
#

Alright, thanks!

#

@waxen canyon I will work on a way to detect it for a next release

ruby flicker
#

would it be possible for a player setting to make normally insta kill encounters only do set amount of damage

fast gull
#

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

ruby flicker
#

i think v50 fixed the mimic one

fast gull
#

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

ruby flicker
#

k

fast gull
#

Thanks

empty dragon
ruby flicker
fast gull
#

Also what is SEE ?

empty dragon
#

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…

fast gull
fast gull
empty dragon
#

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.

fast gull
#

lol

#

so Lethal company but is helldivers

#

that sounds really fun and chaotic

empty dragon
#

Helps I have the Helldivers model replacement pack too

fast gull
#

you just need some weapons

empty dragon
#

We currently are trying to stab everything we come across, and usually die still. It’s a great time working for the company.

fast gull
#

wasnt the knife like OP agains nutcrackers?

#

maybe you can steal a few shotguns

ruby flicker
fast gull
#

could be pretty fun

#

like, literally destroying the whole LC gamplay lol

waxen canyon
empty dragon
#

literally our first day

fast gull
#

average day at the company

native cloak
#

That's like every game

#

Titan is worse

#

Everyone's out going for that Q10 run, I should get Q10 with 10x spawns.

fast gull
#

Q10?

#

man 500h and I still dont even know the basic terminology

native cloak
#

I gotta learn how not to die

fast gull
#

Nah, not dying is optional

native cloak
#

how to kill stuff better

fast gull
#

life is cheap for the company

native cloak
#

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

fast gull
#

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

native cloak
#

People struggle a lot getting Q10 normally. Getting it with extra spawns would be insane

fast gull
#

i still dont know what does Q10 mean lol

#

is like the tenth quota?

native cloak
fast gull
#

oh I see

native cloak
#

you complete 10 quotas

fast gull
#

May I add a scrap value multiplier per completed quota

native cloak
native cloak
#

Also is it possible to add leaderboards?

fast gull
#

i also never play alone... xD

native cloak
fast gull
#

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"..

native cloak
fast gull
#

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"

native cloak
fast gull
#

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

native cloak
#

And maybe have trophies in the form of cosmetics for More Company if that is even possible to do

native cloak
fast gull
#

like forcing to have a set of mods to play the challenge

fast gull
#

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

native cloak
#

I'm sure you could think of something

fast gull
fast gull
#

yet it would be easier to make an anticheat tbh

native cloak
native cloak
#

what if LCV just checks all of the values upon starting to make sure nothing has been modified

fast gull
fast gull
fast gull
#

not int LCV

#

as that would make any other mod that uses configurable company not usable

native cloak
#

most of this would be for Configurable Company

fast gull
#

new functionallity: Configurable company
new settings: Lethal company variables

native cloak
#

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.

fast gull
#

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

fast gull
#

You can use seeds for the RNG settings

native cloak
native cloak
native cloak
fast gull
#

ohhh

#

so seeded game

#

not seeded configs

native cloak
#

ya

fast gull
#

theorically that's easy

native cloak
#

So the leaderboard wouldn't be just getting insane luck but would actually be routing and skill

#

Kind of like the vanilla challenge moons

fast gull
#

I will think about it

#

but even if possible, Im missing time and resources

native cloak
#

Ya, it would be a ton of work but would add a lot

fast gull
#

I would still prefer to do other two projects

#

finish the event system...

native cloak
fast gull
#

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

fast gull
#

like +10% enemy spawns +10% loot value

native cloak
#

And they stack?

fast gull
#

yea

#

I got the idea from plateup

native cloak
#

that would actually be really cool

fast gull
#

a game about cooking

native cloak
#

And assuming it would also use Configurable Company for changing the debuff/buff values, enabling and disabling debuffs, and etc?

fast gull
#

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

native cloak
#

That's actually a cool mod idea

fast gull
#

I might put some work into it

#

as most of the stuff would require me to use things I already developed or used

native cloak
#

Ya, most of the stuff is basically already made with LCV

fast gull
#

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

native cloak
#

Are you going to make the mod also stack with LCV values?

fast gull
#

it should work like any other mod

#

LCV sets the default but can be overriden

native cloak
#

Imagine 10x spawns turn into 11x because you get 10% added

fast gull
#

but if I do a mod like that, everything will be set after default values

#

so yea, would work

fast gull
#

now I only need to add a name to the mod and I can start development lol

native cloak
fast gull
#

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

native cloak
fast gull
#

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

native cloak
fast gull
#

pretty sure when I get up you might go to sleep lol

#

kinda funy the timezone difference

native cloak
#

ya

#

Especially since I wake up very late

silk dagger
#

I disable all traps, yet they still show up. Is there something I'm doing wrong when saving the preset?

native cloak
#

Do you have any other mods?

fast gull
silk dagger
#

yes

fast gull
#

Alright

#

Mind sharing your profile code to check the issue?

silk dagger
#

yes one sec

#

018f25d2-5678-9d16-37ff-f95ec354d73e

fast gull
#

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

silk dagger
#

Don't think so

flat dagger
#

yo does this mod only need the host?

#

to install it to work?

fast gull
#

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

flat dagger
#

i only rly messed with the enemy spawnrates and max enemys

fast gull
#

I cant remember all the settings but im almost sure none of those settings require synchronization

flat dagger
#

alr thx

#

i also made it so enemies will spawn as soon as the moon lands

flat dagger
#

it would be cool if you could customize enemy spawn chances

fast gull
#

you can

#

in the planets section

flat dagger
#

oh lol

#

i forgot that tab existed

fast gull
#

lol, no worries

flat dagger
#

im guessing its 0 to 100% right?

fast gull
#

kinda

#

it's weight based

#

but 0 to 100 is all you really need

flat dagger
#

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

fast gull
#

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

flat dagger
#

thats confusing lol

#

eh ill figure it out

fast gull
#

its how the game does it

flat dagger
#

ya ik

fast gull
#

in simple terms

#

consider it a probability but instead of 100% being the maximum

#

the maximum is the total of the values you set

flat dagger
#

also what are dust clouds?

fast gull
#

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

flat dagger
#

alr so just disable it lol

#

got it

fast gull
#

it wont affect your game by default

#

(its disabled by default)

flat dagger
#

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)

fast gull
#

did you modify the global chance or the per planet chance?

flat dagger
#

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

fast gull
#

I mean, if you modified per planet and you are on that planet

#

it should work

flat dagger
#

alr

#

what does the global enemey spawning settings do?

#

cuz i changed them and it might be messing with it

fast gull
#

is a multiplier for everything

flat dagger
#

oh alr so idk what it is than

fast gull
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soo if you have some settings in assurance like a 50 chance

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and the global is at 50

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then the final chance is 50

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but if the global is 100

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then is higher chance

flat dagger
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they r all set to 1

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the global

fast gull
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so it wont affect then

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50*1 = 50

flat dagger
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im just kinda sketch cuz i set the braken to be decently rare and it was the 3rd enemy to spawn

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same thing with thumper the other round (but it would be a bit more common)

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And im barly seeing stuff like looting bugs (they r like most of the spawn chance)

fast gull
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can you show me the configs for those?

flat dagger
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for the planet or?

fast gull
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also, keep in mind a lot of stuff may happen, its just a probability after all

flat dagger
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Ohh i see

fast gull
flat dagger
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i modified a bunch of stuff besides the planet

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do i show u that as well?

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or just the planet chances?

fast gull
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only the probability and enemy cap should be relevant for this

flat dagger
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so planet and capacity?

fast gull
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yep

flat dagger
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got it

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how do i ss lol

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or should i just

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copy in my notes or whatever its called

fast gull
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if you want, a screenshot will do

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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

flat dagger
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i modified a lot of em

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but ill do that

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there

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it might just be rly bad rng as well lol

fast gull
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you could crank those values up (increasing the difference in value between the enemies) but im almost sure it was just bad rng

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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

flat dagger
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alr

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thx wasting ur time a bit lol

fast gull
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nah don't worry, glad to help

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however if that thing is happning constantly

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let me know to check for any issue

flat dagger
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alr

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ive only tested it twice so it might just be a fluke

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ok so a coilhead just spawned

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i think i need to crank up the other enemies lol

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it seems that they r just to common or smth

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it would be cool if u could change enemy hp and stuff like that (as a suggestion)

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dk how well that would work tho

fast gull
fast gull
flat dagger
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got it, also it seems to be better

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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)

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and daytime enemy spawns are working good

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and i havent seen enemies that arent supposted to spawn

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(i set them to 0)

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instead of turning them off

fast gull
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the way to disable them is setting them to 0

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"disable" means that LCV will not modify that

flat dagger
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oh lol

fast gull
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I think it appears in the tooltip of the configs

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but yea, the disable option is for special cases where for example an enemy should be handled by other mod or something

flat dagger
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so if u dont want an enemy to spawn setting it to 0 doesnt work?

fast gull
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nono, setting it to 0 works

flat dagger
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alr got it

fast gull
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I meant using the checkmark at the right of the config

flat dagger
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alr got it

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with the stats i had before would it be normal for a thumper to spawn pretty much every time

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like every day

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like the spawn chance

fast gull
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pretty much

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weights are kinda werid to understand

flat dagger
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ya lol

fast gull
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think of them like, the higher is the difference between values, the greater you will notice the difference

flat dagger
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i think its working tho because i havent seen another coilhead/braken

fast gull
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if you just want to make sure they dont appear, set it to 0

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or if you want to be sore that there aren't too many, use the spawn caps

flat dagger
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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

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like cuz theres more enemies in general

fast gull
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then I can only suggest to change the probabilities until you find something you like

flat dagger
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wait

fast gull
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but keep in mind that is pure rng, you might have a good day or a bad day

flat dagger
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im 99% i disabled mimics

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and i just saw one

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cuz i changed the settings a bit

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maybe i didnt save that

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ima check real quick

fast gull
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did you leave it like this?

flat dagger
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nvm i didnt save it

fast gull
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lol, no worries

flat dagger
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1st time ive seen that so they r as rare as they r supposted to be

fast gull
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30 is still pretty high to be honest lol

flat dagger
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i have the hording bug and the spore lizard at like 80

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so i think that should balance it out a bit

fast gull
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all your loot is gonna be stolen by hoarders lol

flat dagger
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thats why i bring my stuff outside

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also im 100% gonna change it cuz assurance is a rly good moon

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im just testing it out

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also max for them is like 15

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😄

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so theres a lot of em

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  • 3x enemy spawns almost
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i feel bad for the randoms im playing with cuz i havent finished a single day

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they all getting kicked out cuz im leaving to change smth

fast gull
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poor guys lol

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also I might end up forcing a tag in public lobbies for players that use LCV

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because the idea of spawning 100 enemies might not be enjoyable by everybody

flat dagger
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bet 90% of the people wouldnt even know what that is

fast gull
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pretty sure

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but the other 10%

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they're gonna have a good time

flat dagger
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lol

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that would be understandable

fast gull
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also I dont really want people to cheat

flat dagger
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im supprised it isnt alr

fast gull
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I was like "meeh, later"

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and never did it lol

flat dagger
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you should say meh, later forever

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😄

fast gull
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lmao

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it might take a lot of time