#Lethal company variables [Configure everything to your liking]. (formally LethalCompanyVariables )
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this morning @native cloak got his game crashed by... 2000 baboon hawks
looks kinds weird but is a WIP
whats the mod do?
oh thats cool
like +10% enemy spawning and +10% loot value
bet people would like that
im amazed there is nothing like that already
ok maybe i need to reduce the enemies spawning
i just got jumped by a snare flea and thumper at 10 am
i mean
with x3 spawns
is very possible that you will encounter those enemies almost always
what do u think is a good starting inside enemy number
or whatever u call it
(how many spawn at the beginning of the day
i think that was the problem with what happened there
i would just leave it to 0
and let the x3 multiplier do its work
fair
as starting yea you could
i think 1 would be fine cuz enemies dont spawn till a bit later
i had 3 starting enemies as well lol
i mean
(btw only inside cuz outside enemies shouldnt be there right away)
there is about a 40% that the fist wave of enemies spawns right when you land
and a small chance another one goes just after that one
not sure why it happens, vanilla behavior
also do i touch spawn multipler per player or touch the other one
or both
i feel like 1.5 for multiplier and 1.2 for player multipler would be good
cuz thats 2.7 in total i think
if you always use 4 players it does not really matter
ye i do
however
so no i wont mess with the player multiplier
if you are not sure about what to set at all
you can just randomize all your settings
and let rngjesus choose for you
i think ima just have it be 1.5 multiplier and 1.0 for player multipler
so i dont get 1 million enemies
ya this mod is really cool tho
cuz you can make moons harder or easier depending on how good the loot is
or just change the loot amount
i think i did
such as a company building flooded
than i didnt
i do have like 20 enemies spawn outside so it looks funny
and cool
like the daytime enemies
not nighttime
those spawn normally
the good ol' 10 vanilla eyeless dogs
i did notice there was a lot of the tulip snakes so i reduced it a tad
a classic
yea, tulips love spawning a lot as outside enemies
from 30-20
(the others are at 80-100)
cuz i got swarmed by like 5 and flew above the map
before
gtg, is very late here, ping me if you encounter any issues and I will check em out as soon as I am free
alr
handmade jetpack
thx for the help
i have noticed a LOT of bees spawning
@fast gull Like 3-4 beehives 3 days in a row
changed it to 1.2 cuz there was like 5 enemies at 11 am
That actually didn't cause the crash, it was 2000 Tulip Snakes that did it
The game wanted to though
ngl this mod is rly good lol
I agree
i noticed that other people see different moon weather events than i do
ya, everyone has to have the mod for weather settings to work
rip
man i love this mod
Loving the cards "perk" idea!
I''d imagine that as
- cards (chips?Floppy disks?) are found around as scraps (slenderman style)
- there are "negative" cards that increase risk and rewards
- you can't see what the card is until you successfully bring it to the ship and activate it
- you can have a limited number of active cards but you can pay to get extra slots
- cards are attached to a wall like stickers.
- an active card can't be detached. You can only swap it with a newly found card.
- if the new card is identical, it stacks and gets a star. Each star applies the same effect of the card multiple time.
- cards have rarity tiers, the rarest being more common in late game.
This reminds me of "Mutators" as in Unreal Tournament for some reason.
I really like your idea for the mod, some of those suggestions are very strong and cool, my current vision for the mod was mutators but:
-
Each day/quota you are forced to choose between N cards. The card you choose will be active for the rest of the game
-
Some cards are unique and some others can appear multiple times, stacking their effects
-
All cards have a rarity and different probability of appearing, with special cards with crazy effects
-
All cards would be unlocked by default so you wouldnt be able to create a deck only for the best cards
Yet I think your idea about finding them in the facility is very cool, I will think about having them like that but im not 100% it's my vision for the mod rn
I feel like you should be allowed to choose if you want it each day or each quota
I would 100% do each day
this is how its calculated?
only a part of it and only if those are the values you have set, but mostly yea
Love to see how many people are willing to just create another AC instead of using LCV :(
Is there another AC now?
not thast I know, only people hoping for a similar mod
ong
i've tweaked globals and specific configs on stuff like lq and they do not work as well as lcv
also would be neat if you were able to modify individual scrap value multipliers for each moon
I think that is on the todo list but AMRV is working on another mod as of right now I think
thanks!
its on my TODO list, scrap configs, Im a bit busy atm tho...
Yea, Im working on the cards and other stuff IRL
yipee!! looking forward to it ;J
Also, if you want to suggest something "officially" so I can handle it faster, consider using the developmeng excel as it is where I check whenever I have time to update
Suggestions
Hey! You can add your own suggestion by adding a comment with the suggestion and the information to take into consideration :)
Request,State,Extra info
Dynamic deadline settings,ADDED
Item weight multiplier,TODO
Overtime bonus multiplier,TODO
Planet prices,WIP
Enemy spawn time,TODO
S...
oh!! thank you, didn't know this was a thing
Don't fret, your mod is working well with me. I think its just because AC had its own unique features where yours so far works as a central change to vanilla settings.
Remember AC had its own perk system, terminal, unique items, and so on. They're the same but different in what they bring.
Thanks, I really understand about all those features that AC had like the extra items, pretty cool, I just didn't like the nature of how it tried to replace all big mod without compatibility caring
Does anyone else have time-sync bug? It seems that this mod cause it
Haven't heard of any issues related with time, is everyone using the mod and/or is the day speed configuration set as default?
We set time speed at 0.75 and Balanced, and everyone except the host have time speed faster than the host's one, so for example if I'am the host and have 3:00 PM (which is the real time), others have something like 6:00 PM
I may be wrong pointing your mod causing this issue, just asking if there any reports about that from somebody else
Does the other people in the lobby have the mod?
Yes, but should we also check if we have same settings set?
There are no current issues with time scale, I'd suggest to try without other mods and check if the issue still happens
Settings are automatically synchronized when they join you
I thought TimeOfDay settings are syncronized between clients in vanilla
it's not realiable from past experience
I heard some people say their time is sinchronized and other people complain its not, so I decided to force that variable to be synchronized with clients just in case
The Locker by zealsprince doesn't show up in the lethal variables entity list, does anyone know why?
Can you check if starting the game and leaving it back to the menu makes so it shows?
I started a new save, landed, took off , and went back to the main menu and it still hasnt appeared 
Does the console show any logs about it?
So I set the quota length to one, and despite making it to quota it just kicks me out of the terminal before I can even route to the company
just reporting this, but it might be an LLL thing
since LLL seems to be fucking up when it comes to company stuff
even though I downloaded terminal formatter n stuff
I'll check it on my profile real quick for you
if you want I can hand you my profile
i'm currently testing with devtools without any LLL shit
It worked fine for me so it probably is a problem with another mod
yeah it has to be LLL
god im so mad dude
I config'd everything for a modpack thru LLL
atleast everything scrap, entity spawn and weight related
and i thought I was done yesterday at like 5am
turns even if it all works LLL does not like 1 day quota lengths
maybe downgrading to 1.2.1 might help hold on
You aren't using the scrap and entity spawns in LCV?
thing is lcv doesn't have much customization in that front
and I can't force outside enemies inside and viceversa thru it :P
ooooh that's what you meant
I was about to say
i use it for like, modifying multiplier and forcing instant spawns inside and outside but i don't use it for all that
i'd be straight clowning LMAO
lol
it don't work ๐
i'm done bro
Do you want to try my modpack? It's built to be able to play with vanilla players but also have 10x enemy spawns
@fast gull I got a suggestion for LCV
damn I literally woke up 30 seconds ago
Can you separate Spawn Multiplier. One for Outside enemies and the other for inside enemies?
Ik you can set outside and inside enemy powers and caps but I don't think you can separate there Spawn Multipliers
yea, I can totally add that
mind adding it to the excel so I remember?
I wont be able to work on LCV this week
Ya, I'll add it in a bit after stream
thanks!
@fast gull Do you by chance know how the Ghost Girl works?
just curious
I didn't know she spawned from vents
what do you want to know about it lol
And do you know why she was unable to haunt me?
every enemy follows the same spawning, inside enemies spawn from vents, outside enemies raise from the ground
huh, did she ever appear to you or something?
interesting
She did not appear on me at all and I didn't even know the ghost girl was even added until after the game and I checked
I didn't know setting owner for her could fail
and I also don't exactly know why it would fail as a solo
In that case I think it spawned 2 maybe?
that should not be a problem
i think the only problem is that you were fast and it didnt have enough time to cycle though the AI
Ignore this one, I cropped it wrong
This one was #0
But the other one said #6
But I did not see the ghost girl at all
I think I just got lucky with that though
Another question I have is what causes ghost girl to spawn?
Like is there a way for me to avoid her spawning?
Is there a way to avoid her from attaching to me in solo?
not that I know
she just chooses a random player based on their insanity
but she will always pick one player
I see
So the only way to prevent her from appearing would be to keep your back facing a wall at all times?
so she can't appear behind you?
How does her spawning work and how often can she appear behind you?
And I guess how does her attacking work too
it tries to select a valid position behind you at a certain distance, anywhere where the player can walk that is at the same Y level should be valid (not 100% sure) and how often... I think is just random
afaik she has three phases, the first one is her just stalking from the distance, if you look her enough she will enter phase two which is that she is closer and then phase 3 where she attacks you
How long can you look at her for before entering stage 2 and 3?
I don't know about that
And also I'm assuming once she is stage 3, she will stay stage 3?
I think the phases have a timer to advance to the next one
oh ok, so they will always advance no matter what, they just advance way faster if you look at her?
I think yes
Ight thanks, this should help me
Trying to learn how all of the AIs work to hopefully make my 5x Q10 Solo run easier
Idk how I had such a perfect run on my first try because I just streamed for 6 hours and did not make it passed Q3 today
Thing is I also do not want to up any other settings like scrap spawns, facility size, or weather chances because if I'm going to do this, I'm going to do it right and only change enemy spawns.
So I guess I'll keep slamming my head into a brick wall until it breaks lol
@fast gull I actually have another question
Does the Apparatus actually increase enemy spawns? Some people say it does and some say it doesn't so it's kind of hard to tell.
it has a chance iirc
I see
There is a variable called minSpawns
once you pick it up
it is set to 2
the next wave of enemies will use that value as a minimum amount to spawn following vanilla rules
Does that value also get multiplied by LCV?
Lol
I think so
Is there a way to check?
I cant remember but I think LCV does modify the spawns after vanilla sets the final amount
let me check
If LCV does multiply it, that would be insane and I should not pick it up until last.
Because 2 is nothing when spawns are set to 5x but 10 is
it is multiplied
Im not sure what is the meta with x5 enemies lol
going for the hardest moon might be as it does not really benefit going to low tier planets
i think you can still save a game if you die first day or without to much loot
There is a risk factor, I think you need to average $400 each day to make Q10
Ya
so just pick up as many small items as posible and propritize trips to ship
Yes
But also scrap RNG is a thing
I did a run and got like 7 2 handed items from Assurance and I was unable to bring all of it back to the ship before 50 dogs spawned
you should check the charts of scrap values, amounts and types
I recall seeing that assurance has a high chance of low value items and not very good scrap in general
I think March is the best but the facility is twice the size
And the loot is spread out more
Assurance has a quick fire exit, decent enemy spawns, decent scrap, and decent scrap values while also keeping the facility smaller
calculate the scrap per size and also calculate the percent of small items and maybe the average scrap value
and with all of that you could guess the best moons to go
That is true
i still think march is a good option since you have 4 different entrances
That's also what I thought at first but you burn through sooo much time checking each one and the enemy spawns are a lot higher.
With 5x spawns, you gotta get in and get out as fast as possible so you don't get jumped by like 20 baboon hawks.
i discovered a trick in march to prevent any baboon hawks
Really?
if you place scrap in the fire exit behind the ship, they get stuck trying to pick it up
yea, I have a video of about 15 baboons trying to pick up some scrap I left behind
Interesting
That solves the baboon hawk problem but there are still like 14 giants and dogs
that's gotta be a problem always xD
Lol
also, I did notice that there is a 1w of a giant spawning in experimentation
Titan is actually very good because you can kind of just jump onto the ship and close the doors
yea titan could be the best
titan or any planet without giants
as dogs are easy to handle
My current strat is Assurance for the first 2 quotas, Titan for the rest but if the first or last day of a quota is stormy or Eclipsed then I go back to Assurance since it's not worth the risk.
Only time I would try Eclipsed Titan is if I have a Jetpack and bring a stun with me
Assurance also has a 1% giant spawn chance but I have never gotten it.
I also have to do the entire run without dying once or else it's over
weird that you can not die once or you cant get to q10
I also just did this and Assurance and March have the same scrap amounts but I did not check scrap values yet
Well apart from the first days
you can check the scrap amount, factory size and I think scrap value with LCV
You can check scrap values with it?
I thought that was only for Global
i think I added an individual multiplier
I am currently unable to check right now and I have no idea if it is or not since I don't mess with scrap settings
So technically for facility size รท Entrances, March is 0.4 and Assurance is 0.5 so March is better for facility access
For distance to entrances, Assurance ship is way closer
For enemy spawns March is higher
But for everything loot related, that'll have to wait until I wake up
id recommend scrap value average / scrap pieces average / factory size * (average distance to facility)
I do know that Adamance and Offense are horrible because of the enemy spawns so to never go there, March and Assurance are the best loot spawns, Experimentation is the worst, and Idk about Vow.
For free moons
Tho, offense iirc has the highest min/max items of the free moons too
I didnt know Adamance spawns was that bad, but that also makes sense why the amount of items was high then
risk/reward
Tho
1 or 2 more max items vs all the silly enemy spawns doesnt justify it, unless you use SellBodies or something
wait, for my knowledge artifice has more loot
Might have to calculate average distance to facility as average time to facility.
(31-38) vs what adamanze has (19,24)
yea, might be better
but depending on the units you might need to slightly modify the calculation
Well obviously but you also got to calculate the distance to ship and danger level
danger level as what?
the letter is just a text, has nothing to do with the actual level
Also average loot weights should also be taken into consideration since that will slow down the player's travel times
you can make the complex calculous to get the danger level based on the probability of each enemy and assigning them a danger, then multiplying by the power of the level
Enemy spawns
I got a lot of tests to run and math to solve when I wake up
I should also calculate the time it takes to get from ship>facility and facility>ship separately since different routes exist for both
There is actually a lot of things that need to be taken into consideration
Ya, it's all vanilla so it's not worth the risk
I have almost all the info digitally for all vanilla planets from LCV if you want that
Id use the average in most cases
I guess but the difference between climbing and falling is waaaay different
Also yes, that would save me a ton of time
Also if you could send me all of the enemy power amounts(*5) for each moon, that would also help
I would also need to calculate the average inventory weights for each moon too
It would take me less time to just create an excel with the info to be honest, or just make any calculation you need with the info using LCV code
I already have the calculates set in my preset but I just forgot what they were
create an excel if you want
and make the calculations there
it might help you and you can update it whenever you need
dont worry, wait till wake up
I won't be able to sleep since it's in the back of my mind
Plus I'll live
I'm only calculating March, Assurance, and Titan because I know for a fact anything other than those does not meet the risk/reward factor
Also @fast gull I just checked and there is not a scrap value multiplier in moon settings
There is one for Global though
oh... I totally remember adding it
maybe I had to remove it
maybe
anyway if you end up creating the excel and such, I would love to check it out and see what the end result is
I have no idea how to make an excel so I'm just using google sheets right now lol, I'll still have to calculate everything out myself but I will have everything listed
yea, thats even better
you can set default values and them use formulas to avoid having to make the calculations yourself
You can?
How?
hmmmmmmm
=FORMULA
im not sure how to explain it lol
share the sheet with me and let me make you an example xD
ight
https://docs.google.com/spreadsheets/d/1OfQkpCUxIdaz9B15Y7y31Uj8CXGHItlWTqq0-10peKs/edit?usp=sharing
Wait a minute, is Assurance actually better than Titan?
That's true
Don't worry about stuff like average times and stuff, I will run tests for those when I wake up
Also how much does 1 lb slow the player down?
I dont really know
I'll check the wiki and see if it says
Makes sense, titan has worse loot but the double amount of scrap pays off
so quantity over quality
Well double amount of scrap but it's also 2.2 times bigger that Assurance
yea, scrap per size unit is less than assurance
I'd suggest checking every single map
not just these three
who knows, maybe you find better planets
That's fair
I think even though Assurance is technically better, Titan would probably make up on it for loot to ship time
yea, thats something to have into consideration too
With Titan you could basically drop loot from the entrance onto the ship lol
I'm off to bed, I'll run some tests when I wake up
yeah there's not, wish there was also one to set specific scrap pools for each moon, gotta remember to suggest that in the excel
not sure if it would be possible via the in game menu but you can change that in lll if wanted
yeah I know, i did that lmao
problem is LLL really doesn't like reducing quota length
and my modpack's entire gimmick is 1 day quotas and forcing an ironman challenge playthrough
i config'd everything thru LLL and then found out LLL was causing the player to be insta ejected once day 1 was over
changing the quota causes a lot of problems with hardcoded studf
I had to change some things for it to work propertly and not break the whole game
still, what configs from other mods you want here
what configs from lll do you need in LCV?
uhh lemme make a short list
-
While LCV let's you config spawn weights and overall enemy spawns on a moon, it doesn't let you config where they spawn. So if I wanted to make Coil Heads spawn outside on Titan for example I wouldn't be able to do that!
-
LCV doesn't let you modify the day speed multiplier for specific moons, only globally.
-
LCV also doesn't let you specify what kind of items spawn in each moon, only letting you decide the value and amount multiplier (which honestly works fine enough, but could be improved upon to be more specific).
I think it's just those three
only one that irks me a bit is the 1st one
weather configs are mwuah chef's kiss, love being able to modify that per moon
the 2nd one is one i only noticed would be cool to have here when I hopped on the LLL configs and saw I could modify time to be moon specific
though I understand why it either wasn't thought about or prioritized
yeah it seems that way lmao
though i think it might be the same issue that causes the company to not be accessible rn in LLL
problem is it doesn't fix itself with that one terminalformatter thingamajig
Im not sure how viable is adding that, I dont know if adding an enemy outside will allow it to work or it's AI will just get stuck
yea you might need to wait until batby fixes LLL then
oh no yeah they don't properly work, but that's what starlancer's ai fix is for
if someone configs entities to spawn in the wrong place they most likely will have that mod installed
yeah lmao
then im not sure about adding that, as it requires other mods to even be useful that config
rn i'm just seeing if lethal quantities can help me patch some holes in LCVs configs now that LLL doesn't work, so far i've only needed it for the enemy and scrap customization
makes sense
only issue is that entities will gather up in specific spots
other than that they work pretty well
only with their own entity types though, which is odd
so for example if there's a bunch of coilheads outside they'll eventually all go to the same spot and get stuck there
buff
maybe in the future after adding the planned compatibility handler for LCV I can add compatibility to create extra configs depending on what mods you have
that'd be super sick
though I did notice the issue is only with inside enemies being outside, as the only real issue with some outside enemies inside is that they're pretty big so them being in tight spaces looks a bit goofy
oh oh also, would be cool if there was a config to let you hide moons in the terminal
or reveal some hidden ones
not much really, but the exp multiplier for employee ranks isn't very impactful either
Actually that give me an idea
@fast gull There should be an enemy multiplier for your current rank so if your rank is higher, you could spawn more enemies.
I remember setting 41-experimentations max scrap to 14k and it was amazing it was also inf power levels and was always eclisped lol
that's fair xD
xp multiplier was because some people wanted to increase the xp they get with a x5 enemy spawning for example
that might be a little more complex
seems like having a good time un the "easiest level" lol
Other people run x5 enemy spawns?
really?
that was a very long time ago, way before the fix for true enemy spawns
Yea, it might break some stuff
[ SUGGESTION ]
Can you add a setting to the global weather config that allows you to disconnect the weather from the moon seed so you can do seeded runs where the weather isn't consistent? Maybe it uses its own seed?
im wondering is there any standolone mods that increase player hp?
I mean you can do that with this mod lol
you meant this mod's hp increase?
no the emoji
so like weather would depend upon a choosen seed? That would break compat for sure lol but I will think about it
oh okay lol
Would stuff like enemy health configs break compat too?
hmmm, I have no idea, I think that it shouldnt
I'll keep brainstorming ideas and I'll eventually add them to the todo list
Do you have a mod that makes the Eggs explode 100% of the time?
@fast gull How much damage does an egg do normally if you throw it at your feet?
Does it just kill you?
I can actually think of some cool launches that could get me to the ship faster if it doesn't
i wonder if you can clutch by getting launched into ship as it launches
anyways what im talking about
I mean, to be fair, in real life if you got shot by a turret, you would probably die pretty quick too lol
armor ):
i die by a metal sheet by my side
wait, since when do turrets kill you that way
?
I dont know, depends on distance and stuff i think
I have no idea what you mean, the video is not loading for me and I can recall times where i was 10hp from a turret
oh it only insta kills if your health is below 50 so if you have 60 hp and get damaged you won't die
was wondering if the stamina could become different settings like
regeneration
consumption
jump consumption
weight penalty multiplier
I didnt know that
i planned to do that but it is so hardcoded that I am not sure how many things I would need to patch and how many things would break
https://youtu.be/oF2H7p8etgA So me and my friends finally played the v50
So... me and my friends went to Embrion for the first time and they decided to go for a walk while I was reading the enemy entry... The rest is history
Huge
calmly reading while explosions go on in the background
Just an average play through
average embrion experience
love that fucking place
Anyone know of any lag mods that would help with enemy spawn lag?
I haven't checked for new ones for a bit
These are the ones I have
More aren't desperately needed but would help
something seems odd
I think you wont have any fixes unless some mod changes the whole AI cycle
which could break the game
I see
Don't worry, time makes excelence
Some year I'll get it
goals for 2025 lol
Ya lol
this game for me atleast is more luck based
turret spawning right at main already facing you
spike trap right above you
landmine right under your feet at main or fire survivable but if someone else walks in you get pushed and BOOM
its either 12 baboons on adamance or 6 eyeless dogs or 3 dogs and 2 giants
much more that i forgot
That is why I don't go Adamance, It has very good loot but all outside enemies spawn by like 12
its a better offense but its still pales from assurence
how much exactly does .1 in stamina duration decrease stamina usage
like, if you set it to 0.1?
no like increase it from 1 to 1.1
alright
So, I've discovered that the time speed doesn't work with other mods that also manipulate time speed separately, namely LGU's Quantum Disruptor, which renders it basically useless. Is this intentional?
For those who saw me mention the "cards" mod
What time speed mode have you set? Time speed is applied oftenly so maybe LGU's time is being overwritten
Is this issue happening with time speed set to default or only when modifying it?
I've set it to 0.5 for solo play purposes, but when I buy Quantum Disruptor to slow down time even further, it doesn't seem to affect it even futher. Also to note, Brutal Company Minus' "hell" event jumps the time to 10pm when you land, but is supposed to slow the time speed down to a crawl afterward, but that also doesn't work. According to the dev of that, this is because LCV applies the time speed scale both on level load and when ship lands, whereas the BCM event applies only on level load.
LCV will only apply time on both level load and ship land when the speed mode is set to fixed
as this is a custom behavior, for vanilla behavior you might need to use BALANCED mode
Oh, so that actually really does mean something in that regard.
Ah, that makes perfect sense.
yea
the config tooltip should mention the differences
but fixed makes the day start to pass by after arriving to the planet while balanced is the vanilla behavior, time starts passing by when you enter the moon
And balanced allows for other mods' time speed modifiers to take effect as a result, whereas fixed overwrites them.
Since it effectively applies after them, because of how and when it applies.
that would be a byproduct of the setting, it should work like that but there might be issues with specific mods for something that I might not have taken into consideration
Fair enough, that's something I can live with. Easy workaround. Least it wouldn't have to involve additional updates from the mods in question.
Well, if something is being broken I would have no issue adding an option to disable the time speed so other mods can fully overwritte LCV settings
but yea, let me know if you have issues with time
Sure thing.
wonder if a scanner varaible can be added like increase its cooldown and its range
@fast gull would this reqiure alot of patching? like the stamina one or no
Sorry, I didn't have the time to investigate new things to implement, I have no clue on how the scanner works and why is it so buggy but as long as it does not create dependencies with other parts of the game, it should be fine to add
wait whats so buggy about the scanner?
it's behavior is kinda erratic
sometimes scanning items in the facilities does not work or scannes items outside the FOV, has a forced limit on the amount of items to scan and that kind of stuff
sounds real glitchy
heylo, missa have some prUblems and was wondering if this is the cause and if so why it is default settings
the issue is that most enemy just don't spawn and i think its linked to the enemies capacity setting where, for some unknown reason, those mob have it at 0 by default
@fast gull can u enlighten me ?
You probably have another mod that's changing the default value
What mods do you have?
thats a possibility i immediatly thought about, but as far as i know, none of them is supposed to do that
you might have a custom moon setting those values to 0 right before LCV can detect their defaults
this is a known issue that im working to fix
you can get around the issue by loading LCV once with the default values, saving them and then loading the custom moon
not really, any custom moon could cause the issue if it meses up the enemy types
sound like a LLL thing then
yea, its because of LLL but not really
LLL uses a copy of enemy types for custom moons, there is no problem with that ,LCV takes that into consideration
but some custom moons fail to copy the correct settings for those enemies, resulting in a vanilla enemy with default (0) values
so when LCV tries to get those values, it finds a 0 instead of the value of the enemy
try disabling custom moons and then saving the correct values, that should work and you only need to do it once or after reseting config to default
alright, well thx for letting me know that the issue is not a me oopsie, imma do ur workaround
yea, sorry for the trouble with the issue ๐
no worries
yesterday we played with my modpack and your mod was making his first appearance (had to replace the stuff AC did ya see)
well at some point i was surprised by the amount of roomba/locker/shrimp/oldbird/hoarderqueen/hoarderbuglin
the most weird one was going on Asteroid-13 and not seing any coilhead x)
yea, only those enemies that the custom moon broke would be set to 0, otherwise they will have the correct value, thats why some enemies work and some wont
also, with LCV you can have custom enemies in custom moons, something you can only do with LLL external config
ye, tho im confused as why some of them are disabled
being disabled does not mean the enemy does not spawn
it only means that the value being shown might not be correct
because LCV could not detect the original value
this might happen in custom moons with enemies that do not exist by default in that moon
well im speaking about the butles for instance, i thought it could spawn on titan and rend but looks like not
so if it disabled it will not modify the enemy, it will leave to vanilla behavior, which could mean the enemy does not even spawn on that moon or the default change is applied
I haven't seen it myself, @native cloak have you ever found a butler in titan or rend?
let me check
only spawns in those moons
On Titan no
I don't go to Rend
it should be checked on rend, what value does it have by default
That's probably why I never ran into them since I only go Assurance and Titan
holup
wait, I do not have it added to the list of enemies in rend
what, pretty sure I got those values from teh game source
i mean, its kinfe is a very good weapon
it might work for your Q10
Probably not actually. I don't kill anything since by the time stuff spawn, I'm already packing my bags. I only carry a shovel with me incase I run into a masked or I see a Nutcracker that looks killable.
50 on rend and disabled
yea but i saw knife is very good against nutcrackers
let me boot up the game and look up what enemies spawn in each planet
It's easier to get off a couple shovel hits than trying to drain It's health when you got a million other enemies to deal with.
In vanilla I can see it being very good but with increased spawns it can be scary
yea, totally understandable
If I can get 1 shotgun in any of my runs, I'm chilling since I could basically farm an infinite amount.
And now that shells also count as scrap, it would help
I actually had a run a few days ago that spawned a Nutcracker at the beginning of the day on Assurance but I did not have anything to kill it with which kind of sucked.
It was literally the best case, I just didn't have an egg or anything on me.
Yes
but, multiple ones or just one
Just one
wow I didnt know that
When I was playing 10x spawns in public lobbies, I was about to die so I threw an egg at a Nutcracker and it actually died
I got very lucky
thats impresive lol
Then pretty sure we lost the shotgun the next day
Which always happens when I manage to get one lol
@here I need to know if any of you is having this issue
As it might have something to do with having a lot of presets in the profile (it can have a lot of reasons but just wondering if is something players with LCV encounter often)
@mild vapor After checking I saw that in fact I am missing the butler in rend, it should have a probability of 18 by default. I will fix that in the next release sorry
also im having a issue too to get a code for my profile, getting error 400
no because moons technically do not exist until you enter the level, thus the values in the menu before entering the game are calculated from a datasheet
these are the values for rend
if it's error 400 then it might be thunderstore
yea, I saw some people having issues with their profiles without LCV so pretty sure is just thunderstore or r2modman
working now
is the scanner tweaking able to be added or does it cause to many bugs
Sorry mate, I dont have any spare time to really navigate the game, thanks for remembering me it tho
ok
I feel like there a lots of things queued, dont worry I will check everything as soon as I have some time
When configuring individual planet's weather, the tooltip says the configuration only works if "custom weather algorithm" is enabled. I can't find said setting. Is this just saying I should have the global weather selection mode disabled? If so, I'm uncertain what I'm doing wrong configuring individual planet's weather.
I've configured, saved the configuration plus the preset, as well as made sure the preset is loaded up, but no planet is not respecting the config for their weather. For instance I've disabled all weather on every planet individually, just for testing, and planets continue to have weather.
@wind wadi Weather in game works kinda weird, in the global settings for planet you should be able to see a weather algorythm configuration, chaning it allows for the "no weather" to work. Yet keep in mind that if some other mod is also trying to modify the weather this can lead to LCV values being overriden. Let me know if you are unable to find said setting and I will guide you though to locate it
If it's not this, then yeah I don't see the setting.
Yea its that
the tooltip should tell you how it works
I know
Right okay, I must have something conflicting then. Cuz the all other individual planets are set to 100 on no weather and 0 on everything else.
But I had something to finish...
If you have "disabled" selection mode then weather wont be changed via LCV
Oooooh, it's ok, I was up till like 7 AM also working on something lol
yea, our schedule may not be the best fit for health tho lol
Oh okay, so I should have it set to "simple"? Reading the tooltip I thought it (disabled) meant it would ignore the global weather config and use individual planets.
It might get a little confusing but yea, disabled is to ignore all LCV settings, made for compatibility purposes, on the other hand simple is the vanilla algorithm but with LCV modifications (which could result in "none" weather being overriden if the vanilla game considers to), on the other hand "complex" mode is a fully new implementation only using LCV settings, so it may cause issues with custom weathers or maybe an unknown mod but it makes it very reliable when it comes to LCV settings
Lol, it's ok, I still get like over 8 hours of sleep since I sleep in soooo late
TL;DR: Simple is good for easy config changes, it results are not desired, use complex
I will literally wake up in 6h
So maybe its me who is messed up lol
i need to create an IA to replace me at this point lol
Got it! Okay, complex should be what i'm looking for then. Thanks a lot!
Thank you for your patience and using the mod!
sneaky peeky?
I might make a video and release a beta soon
Hi there! I stumbled on Lethal Quantities and I had mixed feelings - One thing I appreciated tho:
They went sort in fine detail (AFAIK) into -how- the spawning of enemy works.
Which is - quite informative and I still had no idea about it.
I understand documentation and explanations are boring (and your time is limited), yet - would be nice if LCV embedded some info that right now is a bit taken for granted.
Or at least share some links in the interface for rapid reference.
For instance, from the LQ Desc. page:
The problem for the description is not because of time but because text size in the tooltip and because more text does not mean clarity
For example, all the info about the internals is not really relevant in a config that "Spawns enemies at the start of the day" you really dont need to understand how the animation curve is affected and the enemy power may apply etc etc
So I went for a more simple-easy to understand approach rather than having a complex explanation that only a few people will ever read
I understand you mean the README of the mod also, right?
I personally had no idea about that, and I wonder how does that apply to this:
Is the spawn range a value added hourly? Daily? Does the power cap apply to all enemies in a map, or there's 3 different categories?
Also - I'm reading conflicting info about the vents - who's right? ๐
I agree, the "start of the day" don't require extra info. But - even getting somewhere a grasp of how it works internally "from the eyes of the modder, regarding the mod" would be great.
Not asking for a wiki page - that would probably contain too much info.
Maybe just the one on GitHub - or, even better, a specific page in GitHub referenced by the LCV section.
Now that I think about it "AnimationCurves" is not really a user-friendly jargon and I can understand that just because I work in Unity. Probably. It's not obscure knowledge but, oh, well, I guess whoever wants to dive into the nitty gritty details of complex yet powerful mods have to do a bit of research.
Personally - and I've been trying all kind of mods - that one specific info I found there in the LQ readme.md - that was enlightening to some degree. And I stumbled on it by pure chance.
What I currently don't understand is how the spawn range works.
I noticed a -huge- spike in difficulty just by increasing the min range from 0 to 1.
So I'm assuming -every X time- a random number in those ranges is generated, and if the Power left in that category/planet is enough, that amount of power is consumed by spawning a best-fitting combination of enemies by using the enemy spawn weights? Is that correct? ๐
(also, what happens if an enemy dies? Is the power returned to the pool?)
contrary to what people see, LCV does not have a github repo lol
I could create a discussion or something for it, but most of the time, the variables just do what they say, except a few cases where the internal logic is so complex that It wouldnt be useful add it
Anyway you can just consider that everything is just "vanilla", LCV works as vanilla so you can just say that configs do the same as vanilla does except with different values
(Except for the custom behaviors you can add with LCV)
So you can see the behavior in the wiki of lethal company lol
I will. I guess what I miss is an AnimationCurve - or similar, that also takes into account the number of days in the game. Or the number of reached quotas.
Probably a spawn multiplier from 0 (configurable) to <some value>, depending on how many quota cycles you achieve (+x to the multiplier for each new quota).
I see around players complaining there are too many/few enemies, so another self-balancing multiplier could depend on how many enemies get killed vs players killed.
Just brainstorming a bit.
Sorry I forgot to answer this.
Every hour or so a net batch of enemies tries to spawn, it will be in the range you mentioned.
After selecting the amount of enemies, it uses weights to get a random enemy, once an enemy is selected, checks if it fits the level power, if it does, the game checks if there is any free vent for it to come out, then it spawns after a random time, if it doesnt, the progress is repeated or stopped it if determines that no enemy could spawn.
Once an enemy is killed, the power it used gets released for other enemy to spawn
the game tries to compensate making the second and third day a little harder
that could be a good idea to be honest
That would be nice to have if the wishlist is still open๐ . I was about to tinker a bit with LC modmaking (I used bepinex in the past but I fear I may need a full dive into LC's classes and such), but I guess that adding such self-balancing system "unreal tournament-style" would be easier done from within LCV rather than externally in a way compatible with LCV ๐
https://lethal-company.fandom.com/wiki/Mechanics#Entity_spawning
This seems a good link if you feel like referring to it from some place, or if someone else wishes to delve a bit deeper (which also helps understanding how LCV works)
(is it accurate enough tho?)๐ค
argh, it's outdated :/
I never saw a "spawningCooldown" variable, maybe I can implement configs for it to
But yea, feel free to add anything to the LCV suggestions excel
I will check it when I have time
Apparently it's also affected by taking the apparatus (!)
And, does this also mean that if you increase the Deadline days from 3 to X=5 then MinRange is (X-3) higher than usual, thus spawning a fixed amount of entities per time interval?
This explains a lot, if internally min and maxrange are swapped in a way that keeps the interval valid!
Ok, NOW it makes sense - if I can notice the difference between a [0..10] range and a [1..10] range, that +2 is going to get crazy ๐
(besides, all those percentages feel so...random. If the apparatus was worth more - 70% may not be so much) - OR the spawn interval should increase at least 4 times (every 30 mins).
Taking the aparatus makes so the minimum amount of enemies to spawn the next batch is increased to 2, but this only occurs if the value was below 2, also it only affects the next spawn batch and after spawning said enemies, the minimum goes back to 0
LCV minimum and vanilla minimum overlap, so the higher will apply
Also I think some of those settings are not from vanilla
there is no max enemy spawning in vanilla at the exception of the limit of vents in the level (LCV does remove that limit if necesary without affecting vanilla)
spawn interval does not change at any time afaik and I think it is always that the apparatus increases the minimum to 2
But that last part I may be wrong as I havent seen all the code myself
Oh, I was just... brainstorming, thinking of other possible applications of changing that dynamically, I see some potential for either an LCV setting (so those enemy-hungry users could keep all vanilla values and just boost the spawn rate) or a standalone mod. I might have a look at the second one as soon as I have more time at hand. ^^
there is no max enemy spawning in vanilla
Do you mean the "20" in the wiki is hypotetical or a leftover from v49?
Do you perchance happen to have a more authoritative source than that wiki you could please share?
For enemy hungry players I shall speak to @native cloak He plays with x5 spawns
And a simple x5 almost makes the game imposible
I never saw that 20 enemy limit in the code but I guarantee that there is no way to reach that value in vanilla as the enemies spawning are limited by the amount of vents or power, also I was able to spawn more than 60 enemies at a time with LCV so there is no such limit
hehe, I can tell. I remember a 10x. But I can feel that [0..10] to [1..10] difference so, not for me. Just trying to keep things open ^^
not sure where it comes from tho
Still i dont understand what you mean by an authoritative source, of what? xD
I dont think more enemies = greater challenge as it becomes unfair in most cases
of reverse engineered info ^^
I have the whole source of the game and I have navigated though it a lot to modify it for LCV
I mean, pre-digested one possibly, I guess you can go as far as decompiling ^^
i have researched a big part of how enemy spawns to the point I have memorized it lol
but I have seen no 20 limit
nor a chance for the apparatus
I have the whole source of the game
Both for code and for the created objects of the game
for example these are the extracted values from the level adamance
I see - I'm not sure if I'm allowed to talk about decompilation here. Seems pretty clear code to me. Maybe not the -actual- source. I can't possibly know if the creator granted special access to selected modders ^^
that file I just saw is not the source
its a mapped class that contains the data from the levels
Source, assets and stuff are owned material
So you can pretty much have them but you can not use them in any way
Having said that
I must admin I was wrong with the apparatus, there is in fact a 70% of min spawns to change to 2
Ah, now I remember the last time I tinkered with bepinex. It was to dabble with Valheim ages ago. Guess the process to have a working project is the same. Apologies, I've been a chatterbox.
Thanks for all the info! ^^
Nahh its okay
So the other thing Im not sure is about the 20enemy limit, which even with how unlikely it is to even be useful I will look it up in a second
I find it fascinating there are still obscure mechanics to be discovered months later ๐
yea, code is a little mesys
but I like games that have all this intrincate behavior, adds so much depth to the understanding of the game
Got to agree with that. I'm sadly the first person who loses interest as soon as I can meta-predict everything about a game ^^
So yea, that 20 limit is really not relevant
Vanilla wise, the game will never reach it
LCV wise, it will just override it
Or just spawn extra vents on the ceiling ๐
Then you should not try to understand everything, randomness adds a lot to games like this, I pretty much hate to have reverse engineered the game and learnt about stuff I would have love to discovered playing
LCV almost does that lol
There was a hardcoded limit of enemies spawning inside the facility
I tinkered with the vents so that limit would not be a problem
by just adding new vents
it works in custom moons too!
yup, I remember you talking about that a few weeks ago, you explained me the whole issue.
I was not aware you went as far as spawning actual vents tho! I thought you just tweaked a number!
god the amount of things I had to change from vanilla behavior without breaking compatibility just for LCV to work lol
the actual fix was the funniest and out of the box idea I had in a while lol
wait - so there are sort of... overlapping, hidden vents when LCV needs to add more?
but yea, there are a lot of things that I had to tinker for LCV to work
for example moon settings
as moons "do not exist" at the time you can modify their settings
I think not even LQ allows for that
what do you mean?
well, I don't know if the Vents you're referring to are just "invisible nodes" or whole prefabs containing the visual aspect. So I'm speculating on how did you solve the issue without scattering the walls with vents ๐
So the issue was that vents are not generated with the level, you can just add more with the level generation
and even so, that would cause issues with custom moons
(keep in mind I only know LC on a very, very high abstraction level, mostly built on assumptions - so far)
so I kinda did that, I made an algorithm to calculate the maximum amount of enemies that could theorically spawn and make sure there would be enough vents by creating new ones and making sure they would synchronize with people without the mod
you assumptions are close to reality so thats a good thinking
so they're not...superimposed to pre-existing ones, disabling the renderers?
yea, they basically are lol
except for the synchronization thingy that was a little tricky
I'm glad and quite surprised I still sound like some sort of programmer even on painkillers honestly, I have to triple check my grammar ๐
I guess if you go to a Cooljs's lobby without LCV and you have any cheat mod to know the generation of the levels, you could see at least 15 vents distributed among the facility
lol, I mean, programming is just problem solving with knowledge of languages
except some people leave the way a person thinks to become one with machines and start thinking like them
thats when you become your own chatgpt lol
I could take a multitude of tangents starting from this statement, but I fear my daily quota for keeping you busy is expired as well - sorry for dirtying up the channel, I should've Dm'd you ^^"
Don't worry, today is a boring day about learning eletronics, thus a lot of thinking, distracting my self with some simple things helps me not lose my mind lol
Yet its true this is not the best place for this discussion although I think all the stuff presented about how the spawning mechanics works could be pretty helpful for anyone reading this
Besides, thanks for the very informative chat AMRV - gotta test a few new mods - thanks for all the enlightenments.
Glad to help!
And yup, I think this could help others as well ^^
Also dont need to call me AMRV, thats only for people to recognize the developer, im actually Ansuz
Oh. THAT Ansuz ^^. I believe I've heard your name around in the server/in the special thanks. That's double the honour ^^
Lol, I never seen anyone say Ansuz lmao
Oh, I'm a bit everywhere these months, so I'm always peeping around ๐ฆ
Thats neat, glad to know you have time for it, now im kinda jealous lol
Well, there are mainly 2 or 3 reasons someone may have a lot of free time. I'm not in the best situation for those reasons, but I'm trying to make good use of it ^^
Hopefully I can give something back to the community ^^
Well, regardless of the reasons, making good use of free time is very important, using it for your enjoyment, growth in knowledge or development are very good options but you can pretty much enjoy time as you want!
I try. Time to torture the guys with this newly found knowledge. I have to orchestrate a nice scrap-retrieval session adding some extra spice, the crew is slacking ^^
Lmao, have fun playing!
Pro tip, allow all weathers on all planets so might have some good flooded company building
5x spawns aren't that hard anymore but getting an average of $500 and getting everything back to the ship before 20 dogs spawn is tricky
That may or may not be mostly thanks to me wanting big number
Lol
Actually that's not a bad idea, you should add debug settings to LCV, all they do is display certain console logs (depending on what debug settings you turn on)
I would say that is considered being hard lol
perhaphs lol
Thats is already in LCV, except is only shown in the debug version, im planning to enable those logs with the debug settings for bepinex tho
is this a good replacement for the editing aspect of AC
Better than AC editing
alright cool. do you know other alternatives to using AC for its features?
trying to get rid of it
LCV should allow you for every config that AC had, even more
Not sure if is there anything missing that AC had that was not in LCV
for bigger lobbies I would need more company now right? is that even supported still
Other than features I don't think so
Ya
I mean, a mod didn't exist so I basically had one made
I straight up looked through all 15k available mods at the time
thats a lot of effort
No no no, I was only looking for free mods but if I had money. I 100% would have paid for one lol
Well, now you have it for free
I wonder, do you have donations open? Like do you have anything on the mod page? If not, you should add one. I mean, you never know if someone wants to donate.
I do have them closed in purpose
I spend a lot of time with this work but I dont want people donating, I have a good job that pays me well and even if I appreciate the support, Im more than glad to just know people like it and give feedback
So people can keep their money and make a good use out of it!
I'm currently looking into UEFN for money since
- It seems fun.
- It actually pays really good money.
- It pays off of play time and doesn't need people to watch ads or buy stuff.
- It doesn't really need any coding experience (unless if you want something a bit more advanced) and it's something I'm already familiar with.
Plus I already have like 13k hours in Fortnite so it sounds worth my time.
I don't know how it works but if you consider it worth then go for it
So yea, could work and you may even get some knowledge on unreal at some point
I do have a bit of knowledge in unreal but it is a pretty limited version for now
Probably won't be able to do any coding sadly though since I need smorts
wondering if the critical injury system could also be edited to be higher or lower
so far both regen and that are hardcoded
so the issue would ve compatibility or just me forgetting to replace it somewhere lol
lol
yup LMAO
lol
amazing the reach that LC had
Ya, kind of crazy
What am I even watching
Best update
Fair but it was just too funny to leave out
well, to stay in OT, keep an eye on kingmakers https://store.steampowered.com/app/2109770/Kingmakers/
You can totally use motorcycles/tanks to flatten armies or whole castles ๐ (with physics and all)
lol
Hasta la vista, Frodo ^^
Thank you for making this mod!! I've been using it for solo practice and it's been super useful. I'm curious though, will changeable moon prices be coming in the next update?
Thanks, I appreciate that
I will be adding moon pricing, not sure if in the next release or when as Im busy at this time, but it will be added among other things that people request!
Global and Per-moon fine-grain interior weights! It's currently a pain to deal with LLL config at the moment ๐
interior chances might be a little tricky but sure
If anyone can do it, it's you
Its more about no having time
Also, different issue, does anyone use or have used starlancer moons?
just one. Can't manage to make the moon or the interior appear so far. I should probably delve into the LLL config
(maybe the moon's hidden?)
Alrighty, thank you!
wdym?
it doesn't show up anywhere and the interior never spawns. Not sure why.
I haven't investigated yet but, that's my experience so far ๐
that happens for any starlancer moon?
no, just one I guess - does this relate to your initial question "Also, different issue, does anyone use or have used starlancer moons?"
are you having the same issues?
Not that I know
I asked because there is a known issue regarding spawn probabilities being set to 0 as default for enemy spawns when using starlancer moons
Not sure if it affects everyone....
Oh - so that's what it was!
for quite a while I had a 0 spawns issues when using LLL. So I decided to wait until it got sorted, and removed all moons and interiors.
And that solved it.
Im trying to research on the issue
but imma be honest, seems that starlancer moons added something weird to their moons
because the other 99% of moons work fine
There's one interior specifically which gives me issues in particular
that's the company facility + interior
not sure if it's a Starlancer moon tho
After a lot of work, it is almost done
Lethal company is a great game and after some time I decided to step in once more with a new developed mod (that I still need to fully complete).
This mod makes for a more dynamic experience in the repetitive gameplay that could be caused after some time playing the game by adding cards. These cards will affect your game by changing how you sho...
Ooooh, fancy shuffling and effects!
Reminded me of Vampire Saviour "gambling-inspired" design ๐
Lethal Tarots ๐
I was thinking of "Lethal cards" or "LC Cards" but I have no definitive name yet
Here I mix-mashed some lore:
Each card in the deck represents a different aspect of life in the Thistle Nebula, from the cosmic horrors that lurk in the void to the everyday struggles of the employees tasked with scavenging scrap for The Company. It's said that the cards have a will of their own, and that they reveal themselves to those they deem worthy... or those they wish to lead astray.
No one knows the true origin of the cards, but there are rumors that they were created using forbidden knowledge gleaned from the lost Golden Planet. Some even say that the cards are a key to unlocking the secrets of The Company itself, and that collecting a complete set could grant the owner unimaginable power... or seal their doom."```
at least, this is the one that kinda fit in. My personal favourites are (Lethal) Company's Tarots and Lethal Omens.
This is just for brainstorming of course ๐
To be honest, I haven't though of the cards, I was just thinking to make something really easy to understand
such as the ones shown in the video
that does not limit the possibilities to add lore-wise cards that do not directly show what they do
Oh, right - I was just trying to come out with something to make them fit in the lore ๐ Mechanic-agnostic.
The first paragraph seems ok-ish, I"m not a lore expert but kinda fits. (and doesn't say anything about what they do- generic is good )
(love the animations/fading in/out and general feedback btw)
Uh @fast gull
I found another one like this too but it was just floating
I mean not a huge bug but thought I would let you know
The other time it happened was on mansion btw so it happens on both
thats vanilla i thinkk
I just started noticing them so I wouldn't know
either way, it's not a big deal
what
I think as bio-monty said
because I remember that LCV vents are invisible
but I could be wrong, they should generate next to vanilla vents and I don't see other vents there
so thats weird
yeah vents spawn sideways sometimes in the mansion interior
very rare to see it in the factory interior
though it makes sense cuz it generated in front of a prop
I've Been seeing it a lot
@fast gull quick question, what does this mean?
Afaik it is because some entity is trying to pathfind towards an impossible way
So probably the pathfinding fix mod
I keep finding so many floating vents but Idk if it's a vanilla thing or not since I only run 10x spawns
I found a floating vent over a pit on Facility and another one on mansion
Also, I don't think they spawn anything. I had the one over the pit playing the vent sound for like 2 minutes and it never spawned anything
@fast gull do your duplicate vents stay invisible when they open too? All of the vents I found were open.
I also ran into a quota bug but it never happened again and the next quota went back to what it should of been. The quota went from 226 to 185 back to 554. This only happened once, I was playing with vanilla players, and I didn't touch anything to do with quota. This could also be a vanilla bug but I thought I should also let you know that.
Also if you are wondering what mods I have, I was playing with vanilla players so I was only using client mods
for the vents issue, I might need to look into it, did you add any mod to your pack? as I had no issues with the vents in my testing
nope, all of them were the same as before
I did have More Company turned off this time though
that shouldnt be an issue
but the vents... im not sure what could be wrong
did all of this happen in a single game?
aka, did you restart your game in any moment?
yes
I restarted like 3 times after like 3 different runs
My theory is the vents are invisible but when something spawns from them, they reappear as an open vent and have a chance to teleport to a random place.
idk why that would happen though
The vents also do have collision
I couldn't tell you, no idea
It just seems to be random
Here, I'll send you the modpack I used. I used the profile called "10xSpawns" (Not the one called "10x Spawns") 018fb9de-f7b3-3977-c909-e041e13a2df5
Vanilla players were also able to see these vents, don't know if that helps
That is basically everything I know about them, I didn't mess with them too much since they didn't really affect gameplay. I can only see them becoming a problem if they end up blocking a door or something
I ran into them about 4-5 times playing for 8 hours though
I also haven't ran into this at all when I was running solo Q10 so it may be a multiplayer thing or a vanilla player syncing thing.
and I ran Q10 solo a lot
I have seen open vents over closed vents though
So far haven't ran into any other bugs other than the Deadline not changing for vanilla players if I set deadline to like 10. It doesn't sync for Vanilla players but it still works as intended.
yup, deadlines don't sync for clients visually
Weird, deadlines are sync in the vanilla game... arent they
They work just not visually
They will say Deadline: Now
After 3 days
yeah, it's just that despite using the same LCV profile they just don't seem to appear the same
when I set deadline to 1 day everyone else sees 3 days
that might be a bug elsewhere because I saw the value sync eity my friends the last time I played
It's happening with me too
And I only have remodel mods
I think a few things just broke somehow and I don't know why or how
Like for example, I never ran into floating vents before and now I run into them all the time
Yea all of these things have worked before
Did I miss a game update or something? lol
Also, for the vent problem, I wasnt able to reproduce
Did you try it with other people playing on vanilla maybe?
I tried with my own pc in two instances of the game
one running vanilla and other modded
I would love to fix all the issues before 2nd of next month
as I will be very busy with studies
I mean luckily, these issues are not major issues
yea but are annoying
and there is a major issue
so I need to rework some parts of LCV
I will try reimporting my profile and let you know if I ever run into them again. You never know
And it is also possible you just got unlucky and they didn't spawn for you
I will clip all of the floating vents I come across in the future and let you know
Only thing I'm worried about is the vents not spawning anything
yea, im worried about that too
As said, I will try to fix everything asap, so if you have any issues with anything, let me know
The only 2 bugs I have run into was the Deadline one and the floating vents and those bugs aren't even too bad. Other than those 2, I haven't ran into anything else.
Oh and the enemy power config not working
but that one is also not a very big deal either
All the other spawn settings work perfectly. There may be other bugs that I haven't testing. For example, I haven't really touched weather settings or player settings so I don't know if those are bug free or not.
Also I wouldn't know anything about mod compatibility issues since I don't play with any other mods (Besides remodels and performance mods)
Alright I will loojk out for those issues aspa
I've been having an issue where despite putting all spawn multipliers on Turrets, Landmines, and Spike Traps to 0, they still spawn. I have been saving the config then saving the preset, yet they still spawn.
Do you have any other mods that modify turret or other spawing
I don't think so, but I'll check all of them
Somehow I think Free Cammer was causing the issue(somehow) and I disabled it thank you
What does that mod do?
Allows you to use a freecam while playing
Hey, i feel like the setting for traps multiplier are not doing anything
There is a compatibility issue with spike traps that I will fix
Do you have this issue for other traps?
what mods are you using?
wdym they shouldnt?
like, on paper, they should not be touching stuff that another is touching, or if so it has been dealt with
no one modifies turrets/landmines/spiketraps or level generation?
well LLL but thats like vanilla at this point ^^
yea that shouldnt be the problem...
Alright
well i put 100 for landmines, got 3 on titan
However I would appreciate uf you could ipen the issue in github, just so I can have the record because Im busy and I dont want to forget!
just making sure its an issue
100 landmines should create at least some landmines
Maybe LLL compat broke.... I might need to check that
alright imma put a ticket on github
Thank you! :)
well now i just got nothing lol, no mine nor any other traps
ye imma do that after dinner
Alright, thanks!
@fast gull can we make it to where when you start the ship you spawn inside the facility?
I mean, I don't see why it wouldn't be possible. Should be able to just teleport the player when the ship launches. Do not think it would fit in with LCV but you should suggest that in mod suggestions.
yeah this has nothing to do in this mod, LCV goal is to tweak values, not add feature
oh btw i put a ticket on github but imma still write it here : even with no mod (just what is needed for this mod) it is still not working so either i am doing something wrong or more likely this is indeed broken
yea, that'd be the only issue, fitting with the mod
No worries, I will fix it
Still, there are some things that somehow broke even after tests worked succesfully...
can you make 2 options to edit moon route price and scrap min and max value?
for just 1 moon
and mansion/facility chances for moons tab too
moon route price is being worked on yea, not sure what you mean with scrap value, it is already implemented
interiors is a bit tricky due to when they are loaded into the game, i need to rework some systems for it to work propertly
i see
im already reworking how enemies are registered so no problem with that, is just the time it will take
forgot to repsond but scrap value change for only certain moons
If you mean the total price range, like for example from 300 to 700
thats not really used in game nor there is any algorithm to implement that