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

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fast gull
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cuz im with other project rn

flat dagger
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imagine 100% jester spawn chance

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100 jesters max

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10x enemy spawn

fast gull
flat dagger
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LOL

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sounds amazing

fast gull
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looks kinds weird but is a WIP

flat dagger
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whats the mod do?

fast gull
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it will allow you to add buffs and debuffs to your game

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via cards

flat dagger
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oh thats cool

fast gull
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like +10% enemy spawning and +10% loot value

flat dagger
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bet people would like that

fast gull
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im amazed there is nothing like that already

flat dagger
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ok maybe i need to reduce the enemies spawning

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i just got jumped by a snare flea and thumper at 10 am

fast gull
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i mean

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with x3 spawns

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is very possible that you will encounter those enemies almost always

flat dagger
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what do u think is a good starting inside enemy number

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or whatever u call it

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(how many spawn at the beginning of the day

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i think that was the problem with what happened there

fast gull
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i would just leave it to 0

flat dagger
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but like what about 1

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๐Ÿ˜„

fast gull
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and let the x3 multiplier do its work

flat dagger
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fair

fast gull
flat dagger
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i think 1 would be fine cuz enemies dont spawn till a bit later

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i had 3 starting enemies as well lol

fast gull
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i mean

flat dagger
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(btw only inside cuz outside enemies shouldnt be there right away)

fast gull
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there is about a 40% that the fist wave of enemies spawns right when you land

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and a small chance another one goes just after that one

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not sure why it happens, vanilla behavior

flat dagger
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also do i touch spawn multipler per player or touch the other one

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or both

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i feel like 1.5 for multiplier and 1.2 for player multipler would be good

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cuz thats 2.7 in total i think

fast gull
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if you always use 4 players it does not really matter

flat dagger
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ye i do

fast gull
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then with the values you mentioned

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it would be 1.5+1.2*3(players - yourself)

flat dagger
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oh god it

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got*

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5.1

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.

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๐Ÿ’€

fast gull
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however

flat dagger
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so no i wont mess with the player multiplier

fast gull
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if you are not sure about what to set at all

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you can just randomize all your settings

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and let rngjesus choose for you

flat dagger
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i think ima just have it be 1.5 multiplier and 1.0 for player multipler

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so i dont get 1 million enemies

fast gull
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understable lol

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if you want a bit of a challenge

flat dagger
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ya this mod is really cool tho

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cuz you can make moons harder or easier depending on how good the loot is

fast gull
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you should allow every weather on every planet

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makes funny things

flat dagger
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or just change the loot amount

flat dagger
fast gull
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such as a company building flooded

flat dagger
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if it doesnt affect clients

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like if it

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doesnt need all clients

fast gull
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it does

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all clients need it

flat dagger
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than i didnt

fast gull
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sad

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it is a very funny configuration to set

flat dagger
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i do have like 20 enemies spawn outside so it looks funny

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and cool

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like the daytime enemies

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not nighttime

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those spawn normally

fast gull
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the good ol' 10 vanilla eyeless dogs

flat dagger
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i did notice there was a lot of the tulip snakes so i reduced it a tad

fast gull
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a classic

fast gull
flat dagger
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from 30-20

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(the others are at 80-100)

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cuz i got swarmed by like 5 and flew above the map

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before

fast gull
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gtg, is very late here, ping me if you encounter any issues and I will check em out as soon as I am free

flat dagger
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alr

fast gull
flat dagger
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thx for the help

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i have noticed a LOT of bees spawning

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@fast gull Like 3-4 beehives 3 days in a row

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changed it to 1.2 cuz there was like 5 enemies at 11 am

native cloak
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The game wanted to though

flat dagger
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ngl this mod is rly good lol

native cloak
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I agree

flat dagger
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i noticed that other people see different moon weather events than i do

native cloak
flat dagger
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rip

flat dagger
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man i love this mod

noble jetty
# fast gull via cards

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.
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This reminds me of "Mutators" as in Unreal Tournament for some reason.

fast gull
# noble jetty Loving the cards "perk" idea! I''d imagine that as - cards (chips?Floppy disks?...

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

native cloak
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I would 100% do each day

flat dagger
fast gull
fast gull
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Love to see how many people are willing to just create another AC instead of using LCV :(

native cloak
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Is there another AC now?

fast gull
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not thast I know, only people hoping for a similar mod

native cloak
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Oh

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Well nothing will pass LCV in effectiveness

balmy hedge
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i've tweaked globals and specific configs on stuff like lq and they do not work as well as lcv

balmy hedge
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also would be neat if you were able to modify individual scrap value multipliers for each moon

native cloak
fast gull
fast gull
balmy hedge
fast gull
# balmy hedge 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

balmy hedge
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oh!! thank you, didn't know this was a thing

empty dragon
fast gull
compact light
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Does anyone else have time-sync bug? It seems that this mod cause it

fast gull
compact light
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I may be wrong pointing your mod causing this issue, just asking if there any reports about that from somebody else

fast gull
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Does the other people in the lobby have the mod?

compact light
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Yes, but should we also check if we have same settings set?

fast gull
fast gull
compact light
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I thought TimeOfDay settings are syncronized between clients in vanilla

fast gull
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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

tiny helm
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The Locker by zealsprince doesn't show up in the lethal variables entity list, does anyone know why?

fast gull
tiny helm
fast gull
balmy hedge
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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

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just reporting this, but it might be an LLL thing

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since LLL seems to be fucking up when it comes to company stuff

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even though I downloaded terminal formatter n stuff

native cloak
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I'll check it on my profile real quick for you

balmy hedge
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if you want I can hand you my profile

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i'm currently testing with devtools without any LLL shit

native cloak
balmy hedge
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yeah it has to be LLL

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god im so mad dude

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I config'd everything for a modpack thru LLL

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atleast everything scrap, entity spawn and weight related

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and i thought I was done yesterday at like 5am

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turns even if it all works LLL does not like 1 day quota lengths

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maybe downgrading to 1.2.1 might help hold on

native cloak
balmy hedge
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thing is lcv doesn't have much customization in that front

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and I can't force outside enemies inside and viceversa thru it :P

native cloak
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I was about to say

balmy hedge
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i use it for like, modifying multiplier and forcing instant spawns inside and outside but i don't use it for all that

balmy hedge
native cloak
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lol

native cloak
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Do you want to try my modpack? It's built to be able to play with vanilla players but also have 10x enemy spawns

native cloak
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@fast gull I got a suggestion for LCV

fast gull
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damn I literally woke up 30 seconds ago

native cloak
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Can you separate Spawn Multiplier. One for Outside enemies and the other for inside enemies?

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Ik you can set outside and inside enemy powers and caps but I don't think you can separate there Spawn Multipliers

fast gull
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yea, I can totally add that

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mind adding it to the excel so I remember?

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I wont be able to work on LCV this week

native cloak
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Ya, I'll add it in a bit after stream

fast gull
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thanks!

native cloak
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@fast gull Do you by chance know how the Ghost Girl works?

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just curious

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I didn't know she spawned from vents

fast gull
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what do you want to know about it lol

native cloak
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And do you know why she was unable to haunt me?

fast gull
fast gull
native cloak
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I didn't know setting owner for her could fail

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and I also don't exactly know why it would fail as a solo

fast gull
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it failed because you were already the owner

native cloak
fast gull
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that should not be a problem

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i think the only problem is that you were fast and it didnt have enough time to cycle though the AI

native cloak
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This one was #0

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But the other one said #6

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But I did not see the ghost girl at all

native cloak
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Another question I have is what causes ghost girl to spawn?

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Like is there a way for me to avoid her spawning?

fast gull
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nope

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is like any other enemy, it spawns randomly

native cloak
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Is there a way to avoid her from attaching to me in solo?

fast gull
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not that I know

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she just chooses a random player based on their insanity

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but she will always pick one player

native cloak
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I see

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So the only way to prevent her from appearing would be to keep your back facing a wall at all times?

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so she can't appear behind you?

fast gull
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yea

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that would be the only way

native cloak
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How does her spawning work and how often can she appear behind you?

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And I guess how does her attacking work too

fast gull
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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

fast gull
native cloak
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How long can you look at her for before entering stage 2 and 3?

fast gull
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I don't know about that

native cloak
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And also I'm assuming once she is stage 3, she will stay stage 3?

fast gull
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I think the phases have a timer to advance to the next one

native cloak
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oh ok, so they will always advance no matter what, they just advance way faster if you look at her?

fast gull
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I think yes

native cloak
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Ight thanks, this should help me

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Trying to learn how all of the AIs work to hopefully make my 5x Q10 Solo run easier

native cloak
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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

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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.

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So I guess I'll keep slamming my head into a brick wall until it breaks lol

native cloak
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@fast gull I actually have another question

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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.

native cloak
fast gull
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once you pick it up

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it is set to 2

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the next wave of enemies will use that value as a minimum amount to spawn following vanilla rules

native cloak
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Does that value also get multiplied by LCV?

fast gull
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hmmmmmm

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I have no idea xD

native cloak
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Lol

fast gull
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I think so

native cloak
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Is there a way to check?

fast gull
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I cant remember but I think LCV does modify the spawns after vanilla sets the final amount

fast gull
native cloak
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If LCV does multiply it, that would be insane and I should not pick it up until last.

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Because 2 is nothing when spawns are set to 5x but 10 is

fast gull
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it is multiplied

native cloak
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That is good to know

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Hopefully that knowledge with save me from a few deaths

fast gull
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Im not sure what is the meta with x5 enemies lol

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going for the hardest moon might be as it does not really benefit going to low tier planets

native cloak
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Just don't die at all

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The second you die, you restart

fast gull
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i think you can still save a game if you die first day or without to much loot

native cloak
fast gull
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so just pick up as many small items as posible and propritize trips to ship

native cloak
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Yes

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But also scrap RNG is a thing

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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

fast gull
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you should check the charts of scrap values, amounts and types

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I recall seeing that assurance has a high chance of low value items and not very good scrap in general

native cloak
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I think March is the best but the facility is twice the size

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And the loot is spread out more

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Assurance has a quick fire exit, decent enemy spawns, decent scrap, and decent scrap values while also keeping the facility smaller

fast gull
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calculate the scrap per size and also calculate the percent of small items and maybe the average scrap value

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and with all of that you could guess the best moons to go

native cloak
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That is true

fast gull
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i still think march is a good option since you have 4 different entrances

native cloak
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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.

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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.

fast gull
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i discovered a trick in march to prevent any baboon hawks

native cloak
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Really?

fast gull
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if you place scrap in the fire exit behind the ship, they get stuck trying to pick it up

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yea, I have a video of about 15 baboons trying to pick up some scrap I left behind

native cloak
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Interesting

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That solves the baboon hawk problem but there are still like 14 giants and dogs

fast gull
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that's gotta be a problem always xD

native cloak
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Lol

fast gull
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also, I did notice that there is a 1w of a giant spawning in experimentation

native cloak
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Titan is actually very good because you can kind of just jump onto the ship and close the doors

fast gull
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yea titan could be the best

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titan or any planet without giants

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as dogs are easy to handle

native cloak
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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.

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Only time I would try Eclipsed Titan is if I have a Jetpack and bring a stun with me

native cloak
native cloak
fast gull
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weird that you can not die once or you cant get to q10

native cloak
native cloak
fast gull
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you can check the scrap amount, factory size and I think scrap value with LCV

native cloak
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You can check scrap values with it?

fast gull
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the multiplier

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which is the only thing that matters afaik

native cloak
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I thought that was only for Global

fast gull
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i think I added an individual multiplier

native cloak
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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

native cloak
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So technically for facility size รท Entrances, March is 0.4 and Assurance is 0.5 so March is better for facility access

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For distance to entrances, Assurance ship is way closer

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For enemy spawns March is higher

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But for everything loot related, that'll have to wait until I wake up

fast gull
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id recommend scrap value average / scrap pieces average / factory size * (average distance to facility)

native cloak
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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.

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For free moons

safe tundra
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risk/reward
Tho
1 or 2 more max items vs all the silly enemy spawns doesnt justify it, unless you use SellBodies or something

fast gull
native cloak
fast gull
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(31-38) vs what adamanze has (19,24)

fast gull
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but depending on the units you might need to slightly modify the calculation

native cloak
fast gull
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danger level as what?

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the letter is just a text, has nothing to do with the actual level

native cloak
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Also average loot weights should also be taken into consideration since that will slow down the player's travel times

fast gull
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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

native cloak
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I got a lot of tests to run and math to solve when I wake up

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I should also calculate the time it takes to get from ship>facility and facility>ship separately since different routes exist for both

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There is actually a lot of things that need to be taken into consideration

native cloak
fast gull
native cloak
native cloak
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Also if you could send me all of the enemy power amounts(*5) for each moon, that would also help

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I would also need to calculate the average inventory weights for each moon too

fast gull
native cloak
fast gull
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create an excel if you want

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and make the calculations there

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it might help you and you can update it whenever you need

native cloak
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Fair

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I'm actually getting out of bed to run these calculates because I got to know

fast gull
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dont worry, wait till wake up

native cloak
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I won't be able to sleep since it's in the back of my mind

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Plus I'll live

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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

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Also @fast gull I just checked and there is not a scrap value multiplier in moon settings

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There is one for Global though

fast gull
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maybe I had to remove it

native cloak
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maybe

fast gull
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anyway if you end up creating the excel and such, I would love to check it out and see what the end result is

native cloak
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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

fast gull
fast gull
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yea

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like a normal excel

native cloak
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How?

fast gull
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hmmmmmmm

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=FORMULA

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im not sure how to explain it lol

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share the sheet with me and let me make you an example xD

native cloak
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ight

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Wait a minute, is Assurance actually better than Titan?

fast gull
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Thats without taking value of scrap into consideration

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im creating a chart for it

native cloak
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That's true

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Don't worry about stuff like average times and stuff, I will run tests for those when I wake up

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Also how much does 1 lb slow the player down?

fast gull
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I dont really know

native cloak
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I'll check the wiki and see if it says

fast gull
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Something seems off

native cloak
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Mmmh

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I wonder what it is

fast gull
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Makes sense, titan has worse loot but the double amount of scrap pays off

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so quantity over quality

native cloak
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Well double amount of scrap but it's also 2.2 times bigger that Assurance

fast gull
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yea, scrap per size unit is less than assurance

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I'd suggest checking every single map

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not just these three

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who knows, maybe you find better planets

native cloak
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That's fair

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I think even though Assurance is technically better, Titan would probably make up on it for loot to ship time

fast gull
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yea, thats something to have into consideration too

native cloak
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With Titan you could basically drop loot from the entrance onto the ship lol

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I'm off to bed, I'll run some tests when I wake up

balmy hedge
dreamy ibex
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not sure if it would be possible via the in game menu but you can change that in lll if wanted

balmy hedge
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yeah I know, i did that lmao

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problem is LLL really doesn't like reducing quota length

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and my modpack's entire gimmick is 1 day quotas and forcing an ironman challenge playthrough

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i config'd everything thru LLL and then found out LLL was causing the player to be insta ejected once day 1 was over

fast gull
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changing the quota causes a lot of problems with hardcoded studf

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I had to change some things for it to work propertly and not break the whole game

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still, what configs from other mods you want here

fast gull
balmy hedge
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uhh lemme make a short list

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  • 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).

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I think it's just those three

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only one that irks me a bit is the 1st one

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weather configs are mwuah chef's kiss, love being able to modify that per moon

balmy hedge
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though I understand why it either wasn't thought about or prioritized

balmy hedge
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though i think it might be the same issue that causes the company to not be accessible rn in LLL

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problem is it doesn't fix itself with that one terminalformatter thingamajig

fast gull
fast gull
balmy hedge
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oh no yeah they don't properly work, but that's what starlancer's ai fix is for

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if someone configs entities to spawn in the wrong place they most likely will have that mod installed

balmy hedge
fast gull
balmy hedge
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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

balmy hedge
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only issue is that entities will gather up in specific spots

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other than that they work pretty well

balmy hedge
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so for example if there's a bunch of coilheads outside they'll eventually all go to the same spot and get stuck there

fast gull
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buff

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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

balmy hedge
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that'd be super sick

balmy hedge
balmy hedge
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oh oh also, would be cool if there was a config to let you hide moons in the terminal

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or reveal some hidden ones

fast gull
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Thats is doable

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But not sure how relevant it is for the gameplay lol

balmy hedge
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not much really, but the exp multiplier for employee ranks isn't very impactful either

native cloak
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Actually that give me an idea

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@fast gull There should be an enemy multiplier for your current rank so if your rank is higher, you could spawn more enemies.

ancient cloak
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I remember setting 41-experimentations max scrap to 14k and it was amazing it was also inf power levels and was always eclisped lol

fast gull
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xp multiplier was because some people wanted to increase the xp they get with a x5 enemy spawning for example

fast gull
fast gull
native cloak
native cloak
fast gull
fast gull
tiny helm
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[ 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?

ruby flicker
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im wondering is there any standolone mods that increase player hp?

tiny helm
ruby flicker
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:tulipsmile:

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it didn't work ):

fast gull
ruby flicker
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no the emoji

fast gull
fast gull
native cloak
fast gull
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hmmm, I have no idea, I think that it shouldnt

native cloak
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I'll keep brainstorming ideas and I'll eventually add them to the todo list

ruby flicker
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one thing i hate is how turrets kill you below 50 hp is that possible to remove

native cloak
# ruby flicker

Do you have a mod that makes the Eggs explode 100% of the time?

ruby flicker
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yes

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only when thrown

native cloak
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@fast gull How much damage does an egg do normally if you throw it at your feet?

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Does it just kill you?

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I can actually think of some cool launches that could get me to the ship faster if it doesn't

ruby flicker
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i wonder if you can clutch by getting launched into ship as it launches

native cloak
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Probably

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Or maybe save you from taking fall damage

ruby flicker
native cloak
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I mean, to be fair, in real life if you got shot by a turret, you would probably die pretty quick too lol

ruby flicker
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i die by a metal sheet by my side

fast gull
ruby flicker
#

?

fast gull
fast gull
# ruby flicker ?

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

ruby flicker
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oh it only insta kills if your health is below 50 so if you have 60 hp and get damaged you won't die

ruby flicker
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was wondering if the stamina could become different settings like
regeneration
consumption
jump consumption
weight penalty multiplier

fast gull
fast gull
ruby flicker
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calmly reading while explosions go on in the background

native cloak
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Just an average play through

ruby flicker
balmy hedge
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love that fucking place

native cloak
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Anyone know of any lag mods that would help with enemy spawn lag?

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I haven't checked for new ones for a bit

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These are the ones I have

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More aren't desperately needed but would help

fast gull
fast gull
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which could break the game

native cloak
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I see

native cloak
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I'm kind of bad at this game

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another 5 hours and best run was Q3

fast gull
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Don't worry, time makes excelence

native cloak
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Some year I'll get it

fast gull
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goals for 2025 lol

native cloak
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Ya lol

ruby flicker
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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

native cloak
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That is why I don't go Adamance, It has very good loot but all outside enemies spawn by like 12

ruby flicker
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its a better offense but its still pales from assurence

ruby flicker
#

how much exactly does .1 in stamina duration decrease stamina usage

balmy hedge
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like, if you set it to 0.1?

ruby flicker
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no like increase it from 1 to 1.1

balmy hedge
#

wouldn't that increase your stamina?

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it'd be like, add an extra 10%

ruby flicker
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alright

granite urchin
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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?

fast gull
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For those who saw me mention the "cards" mod

fast gull
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Is this issue happening with time speed set to default or only when modifying it?

granite urchin
#

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.

fast gull
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LCV will only apply time on both level load and ship land when the speed mode is set to fixed

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as this is a custom behavior, for vanilla behavior you might need to use BALANCED mode

granite urchin
#

Oh, so that actually really does mean something in that regard.

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Ah, that makes perfect sense.

fast gull
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yea

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the config tooltip should mention the differences

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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

granite urchin
#

And balanced allows for other mods' time speed modifiers to take effect as a result, whereas fixed overwrites them.

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Since it effectively applies after them, because of how and when it applies.

fast gull
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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

granite urchin
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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.

fast gull
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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

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but yea, let me know if you have issues with time

granite urchin
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Sure thing.

ruby flicker
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wonder if a scanner varaible can be added like increase its cooldown and its range

ruby flicker
fast gull
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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

ruby flicker
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wait whats so buggy about the scanner?

fast gull
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it's behavior is kinda erratic

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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

ruby flicker
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sounds real glitchy

mild vapor
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heylo, missa have some prUblems and was wondering if this is the cause and if so why it is default settings

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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

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@fast gull can u enlighten me ?

native cloak
#

You probably have another mod that's changing the default value

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What mods do you have?

mild vapor
#

thats a possibility i immediatly thought about, but as far as i know, none of them is supposed to do that

fast gull
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this is a known issue that im working to fix

mild vapor
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imma print mods string

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a

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you do know some guilty mods ?

fast gull
#

you can get around the issue by loading LCV once with the default values, saving them and then loading the custom moon

fast gull
mild vapor
#

sound like a LLL thing then

fast gull
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yea, its because of LLL but not really

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LLL uses a copy of enemy types for custom moons, there is no problem with that ,LCV takes that into consideration

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but some custom moons fail to copy the correct settings for those enemies, resulting in a vanilla enemy with default (0) values

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so when LCV tries to get those values, it finds a 0 instead of the value of the enemy

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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

mild vapor
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alright, well thx for letting me know that the issue is not a me oopsie, imma do ur workaround

fast gull
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yea, sorry for the trouble with the issue ๐Ÿ˜…

mild vapor
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no worries

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yesterday we played with my modpack and your mod was making his first appearance (had to replace the stuff AC did ya see)

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well at some point i was surprised by the amount of roomba/locker/shrimp/oldbird/hoarderqueen/hoarderbuglin

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the most weird one was going on Asteroid-13 and not seing any coilhead x)

fast gull
#

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

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also, with LCV you can have custom enemies in custom moons, something you can only do with LLL external config

mild vapor
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ye, tho im confused as why some of them are disabled

fast gull
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being disabled does not mean the enemy does not spawn

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it only means that the value being shown might not be correct

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because LCV could not detect the original value

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this might happen in custom moons with enemies that do not exist by default in that moon

mild vapor
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well im speaking about the butles for instance, i thought it could spawn on titan and rend but looks like not

fast gull
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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

fast gull
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let me check

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only spawns in those moons

mild vapor
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ye

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wouldn't have guessed

fast gull
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I have it checked in rend

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Can you make sure it is set by default to disabled?

mild vapor
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it was checked on dine

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not on rend and titan

native cloak
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I don't go to Rend

fast gull
native cloak
# fast gull

That's probably why I never ran into them since I only go Assurance and Titan

mild vapor
#

holup

fast gull
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wait, I do not have it added to the list of enemies in rend

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what, pretty sure I got those values from teh game source

fast gull
#

it might work for your Q10

native cloak
# fast gull 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.

mild vapor
fast gull
#

yea but i saw knife is very good against nutcrackers

fast gull
native cloak
#

In vanilla I can see it being very good but with increased spawns it can be scary

fast gull
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yea, totally understandable

native cloak
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If I can get 1 shotgun in any of my runs, I'm chilling since I could basically farm an infinite amount.

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And now that shells also count as scrap, it would help

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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.

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It was literally the best case, I just didn't have an egg or anything on me.

fast gull
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wait

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can the egg kill a nutcracker??

native cloak
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Yes

fast gull
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but, multiple ones or just one

native cloak
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Just one

fast gull
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wow I didnt know that

native cloak
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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

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I got very lucky

fast gull
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thats impresive lol

native cloak
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Then pretty sure we lost the shotgun the next day

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Which always happens when I manage to get one lol

fast gull
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@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)

fast gull
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@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

mild vapor
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no worries

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tho its weird

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isn't that supposed to get the value by itself ?

mild vapor
fast gull
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these are the values for rend

fast gull
mild vapor
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ye thats what i thought

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even on tiny profile it wont

fast gull
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yea, I saw some people having issues with their profiles without LCV so pretty sure is just thunderstore or r2modman

mild vapor
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working now

ruby flicker
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is the scanner tweaking able to be added or does it cause to many bugs

fast gull
ruby flicker
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ok

fast gull
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I feel like there a lots of things queued, dont worry I will check everything as soon as I have some time

wind wadi
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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.

fast gull
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@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

wind wadi
fast gull
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the tooltip should tell you how it works

native cloak
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Hey, you should be sleeping

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Lol

fast gull
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I know

wind wadi
# fast gull Yea its that

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.

fast gull
fast gull
native cloak
fast gull
wind wadi
fast gull
# wind wadi Oh okay, so I should have it set to "simple"? Reading the tooltip I thought it (...

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

native cloak
fast gull
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TL;DR: Simple is good for easy config changes, it results are not desired, use complex

fast gull
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So maybe its me who is messed up lol

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i need to create an IA to replace me at this point lol

wind wadi
fast gull
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Thank you for your patience and using the mod!

little cobalt
fast gull
noble jetty
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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.

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For instance, from the LQ Desc. page:

fast gull
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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

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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

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I understand you mean the README of the mod also, right?

noble jetty
# noble jetty For instance, from the LQ Desc. page:

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? ๐Ÿ˜„

noble jetty
noble jetty
# fast gull I understand you mean the README of the mod also, right?

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.

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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.

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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? ๐Ÿ˜…
(also, what happens if an enemy dies? Is the power returned to the pool?)

fast gull
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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

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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

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(Except for the custom behaviors you can add with LCV)

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So you can see the behavior in the wiki of lethal company lol

noble jetty
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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.

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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).

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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.

fast gull
# noble jetty What I currently don't understand is how the spawn range works. I noticed a -hu...

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

fast gull
fast gull
noble jetty
# fast gull that could be a good idea to be honest

That would be nice to have if the wishlist is still open๐Ÿ™ . 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 ๐Ÿ˜…

#

(is it accurate enough tho?)๐Ÿค”

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argh, it's outdated :/

fast gull
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I never saw a "spawningCooldown" variable, maybe I can implement configs for it to

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But yea, feel free to add anything to the LCV suggestions excel

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I will check it when I have time

noble jetty
#

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 ๐Ÿ˜›

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(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).

fast gull
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LCV minimum and vanilla minimum overlap, so the higher will apply

fast gull
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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)

fast gull
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But that last part I may be wrong as I havent seen all the code myself

noble jetty
# fast gull 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?

fast gull
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And a simple x5 almost makes the game imposible

fast gull
noble jetty
fast gull
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not sure where it comes from tho

fast gull
fast gull
noble jetty
#

of reverse engineered info ^^

fast gull
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I have the whole source of the game and I have navigated though it a lot to modify it for LCV

noble jetty
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I mean, pre-digested one possibly, I guess you can go as far as decompiling ^^

fast gull
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i have researched a big part of how enemy spawns to the point I have memorized it lol

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but I have seen no 20 limit

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nor a chance for the apparatus

fast gull
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Both for code and for the created objects of the game

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for example these are the extracted values from the level adamance

noble jetty
#

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 ^^

fast gull
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that file I just saw is not the source

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its a mapped class that contains the data from the levels

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Source, assets and stuff are owned material

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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

noble jetty
#

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! ^^

fast gull
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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

noble jetty
fast gull
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yea, code is a little mesys

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but I like games that have all this intrincate behavior, adds so much depth to the understanding of the game

noble jetty
#

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 ^^

fast gull
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So yea, that 20 limit is really not relevant

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Vanilla wise, the game will never reach it

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LCV wise, it will just override it

noble jetty
#

Or just spawn extra vents on the ceiling ๐Ÿ˜„

fast gull
fast gull
#

There was a hardcoded limit of enemies spawning inside the facility

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I tinkered with the vents so that limit would not be a problem

#

by just adding new vents

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it works in custom moons too!

noble jetty
fast gull
#

god the amount of things I had to change from vanilla behavior without breaking compatibility just for LCV to work lol

fast gull
noble jetty
#

wait - so there are sort of... overlapping, hidden vents when LCV needs to add more?

fast gull
#

but yea, there are a lot of things that I had to tinker for LCV to work

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for example moon settings

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as moons "do not exist" at the time you can modify their settings

#

I think not even LQ allows for that

noble jetty
#

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 ๐Ÿ˜›

fast gull
#

So the issue was that vents are not generated with the level, you can just add more with the level generation

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and even so, that would cause issues with custom moons

noble jetty
#

(keep in mind I only know LC on a very, very high abstraction level, mostly built on assumptions - so far)

fast gull
#

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

fast gull
noble jetty
#

so they're not...superimposed to pre-existing ones, disabling the renderers?

fast gull
#

yea, they basically are lol

#

except for the synchronization thingy that was a little tricky

noble jetty
fast gull
#

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

fast gull
#

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

noble jetty
fast gull
#

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

noble jetty
#

Besides, thanks for the very informative chat AMRV - gotta test a few new mods - thanks for all the enlightenments.

fast gull
#

Glad to help!

noble jetty
fast gull
#

Also dont need to call me AMRV, thats only for people to recognize the developer, im actually Ansuz

noble jetty
#

Oh. THAT Ansuz ^^. I believe I've heard your name around in the server/in the special thanks. That's double the honour ^^

fast gull
#

Lol, I never seen anyone say Ansuz lmao

noble jetty
fast gull
#

Thats neat, glad to know you have time for it, now im kinda jealous lol

noble jetty
fast gull
noble jetty
#

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 ^^

fast gull
#

Pro tip, allow all weathers on all planets so might have some good flooded company building

native cloak
native cloak
#

Lol

native cloak
fast gull
fast gull
wraith prism
#

is this a good replacement for the editing aspect of AC

native cloak
#

Better than AC editing

wraith prism
#

trying to get rid of it

fast gull
#

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

wraith prism
#

for bigger lobbies I would need more company now right? is that even supported still

native cloak
native cloak
#

I straight up looked through all 15k available mods at the time

fast gull
#

You ordered a comission for a mod?

#

Damn and I have been doing it for free

fast gull
native cloak
native cloak
fast gull
#

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!

native cloak
#

I'm currently looking into UEFN for money since

  1. It seems fun.
  2. It actually pays really good money.
  3. It pays off of play time and doesn't need people to watch ads or buy stuff.
  4. 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.

fast gull
#

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

native cloak
#

Probably won't be able to do any coding sadly though since I need smorts

ruby flicker
#

wondering if the critical injury system could also be edited to be higher or lower

fast gull
#

so far both regen and that are hardcoded

#

so the issue would ve compatibility or just me forgetting to replace it somewhere lol

ruby flicker
#

lol

native cloak
fast gull
#

Wait

#

is that true?

balmy hedge
ruby flicker
#

lol

fast gull
#

amazing the reach that LC had

native cloak
native cloak
fast gull
#

What am I even watching

native cloak
fast gull
#

I mean, im not sure this is the best channel for that lol

#

but seems fun

native cloak
#

Fair but it was just too funny to leave out

noble jetty
native cloak
#

lol

noble jetty
#

Hasta la vista, Frodo ^^

royal zephyr
#

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?

fast gull
#

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!

noble jetty
fast gull
#

interior chances might be a little tricky but sure

native cloak
fast gull
#

Its more about no having time

#

Also, different issue, does anyone use or have used starlancer moons?

noble jetty
#

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?)

noble jetty
# fast gull 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 ๐Ÿ˜›

fast gull
#

that happens for any starlancer moon?

noble jetty
#

are you having the same issues?

fast gull
#

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....

noble jetty
#

Oh - so that's what it was!

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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.

fast gull
#

Im trying to research on the issue

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but imma be honest, seems that starlancer moons added something weird to their moons

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because the other 99% of moons work fine

noble jetty
#

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

fast gull
#

After a lot of work, it is almost done

fast gull
noble jetty
#

Ooooh, fancy shuffling and effects!
Reminded me of Vampire Saviour "gambling-inspired" design ๐Ÿ˜„

#

Lethal Tarots ๐Ÿ˜›

fast gull
#

I was thinking of "Lethal cards" or "LC Cards" but I have no definitive name yet

noble jetty
#

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."```
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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 ๐Ÿ™‚

fast gull
#

To be honest, I haven't though of the cards, I was just thinking to make something really easy to understand

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such as the ones shown in the video

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that does not limit the possibilities to add lore-wise cards that do not directly show what they do

noble jetty
#

Oh, right - I was just trying to come out with something to make them fit in the lore ๐Ÿ˜‰ Mechanic-agnostic.

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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)

native cloak
#

Uh @fast gull

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I found another one like this too but it was just floating

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I mean not a huge bug but thought I would let you know

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The other time it happened was on mansion btw so it happens on both

balmy hedge
native cloak
#

either way, it's not a big deal

fast gull
#

I think as bio-monty said

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because I remember that LCV vents are invisible

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but I could be wrong, they should generate next to vanilla vents and I don't see other vents there

#

so thats weird

balmy hedge
#

yeah vents spawn sideways sometimes in the mansion interior

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very rare to see it in the factory interior

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though it makes sense cuz it generated in front of a prop

native cloak
#

I've Been seeing it a lot

native cloak
#

@fast gull quick question, what does this mean?

fast gull
#

Afaik it is because some entity is trying to pathfind towards an impossible way

native cloak
#

So probably the pathfinding fix mod

native cloak
#

I keep finding so many floating vents but Idk if it's a vanilla thing or not since I only run 10x spawns

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I found a floating vent over a pit on Facility and another one on mansion

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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

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@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

fast gull
#

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

native cloak
#

nope, all of them were the same as before

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I did have More Company turned off this time though

fast gull
#

that shouldnt be an issue

#

but the vents... im not sure what could be wrong

#

did all of this happen in a single game?

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aka, did you restart your game in any moment?

native cloak
#

yes

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I restarted like 3 times after like 3 different runs

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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.

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idk why that would happen though

#

The vents also do have collision

fast gull
#

Does this also happen with only LCV?

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I will try it out as soon as im free

native cloak
#

I couldn't tell you, no idea

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It just seems to be random

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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

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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

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I ran into them about 4-5 times playing for 8 hours though

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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.

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and I ran Q10 solo a lot

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I have seen open vents over closed vents though

native cloak
#

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.

balmy hedge
#

yup, deadlines don't sync for clients visually

fast gull
#

Weird, deadlines are sync in the vanilla game... arent they

native cloak
#

They will say Deadline: Now

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After 3 days

balmy hedge
#

when I set deadline to 1 day everyone else sees 3 days

fast gull
#

that might be a bug elsewhere because I saw the value sync eity my friends the last time I played

native cloak
#

And I only have remodel mods

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I think a few things just broke somehow and I don't know why or how

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Like for example, I never ran into floating vents before and now I run into them all the time

fast gull
#

Did I miss a game update or something? lol

native cloak
#

I don't think so

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It's weird

fast gull
native cloak
fast gull
#

I tried with my own pc in two instances of the game

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one running vanilla and other modded

native cloak
#

mh weird

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I run into them all the time now

fast gull
#

I would love to fix all the issues before 2nd of next month

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as I will be very busy with studies

native cloak
#

I mean luckily, these issues are not major issues

fast gull
#

yea but are annoying

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and there is a major issue

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so I need to rework some parts of LCV

native cloak
#

I will try reimporting my profile and let you know if I ever run into them again. You never know

native cloak
#

I will clip all of the floating vents I come across in the future and let you know

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Only thing I'm worried about is the vents not spawning anything

fast gull
#

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

native cloak
#

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.

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Oh and the enemy power config not working

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but that one is also not a very big deal either

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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.

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Also I wouldn't know anything about mod compatibility issues since I don't play with any other mods (Besides remodels and performance mods)

fast gull
#

Alright I will loojk out for those issues aspa

silk dagger
#

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.

fast gull
silk dagger
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I don't think so, but I'll check all of them

silk dagger
#

Somehow I think Free Cammer was causing the issue(somehow) and I disabled it thank you

fast gull
#

What does that mod do?

balmy hedge
#

Allows you to use a freecam while playing

fast gull
#

Uh, seems weird to se that kind of mod causing an issue

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๐Ÿค”

mild vapor
#

Hey, i feel like the setting for traps multiplier are not doing anything

fast gull
#

Do you have this issue for other traps?

mild vapor
#

yes

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i mean, it looks like it dont work, im still testing

fast gull
#

what mods are you using?

mild vapor
#

uhm

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alot ๐Ÿ™ƒ

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but they shouldn't cause conflict

fast gull
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wdym they shouldnt?

mild vapor
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like, on paper, they should not be touching stuff that another is touching, or if so it has been dealt with

fast gull
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no one modifies turrets/landmines/spiketraps or level generation?

mild vapor
#

well LLL but thats like vanilla at this point ^^

fast gull
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yea that shouldnt be the problem...

mild vapor
#

lemme test some more

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i think i tested with spike too much

fast gull
#

Alright

mild vapor
#

well i put 100 for landmines, got 3 on titan

fast gull
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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!

mild vapor
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just making sure its an issue

fast gull
#

Maybe LLL compat broke.... I might need to check that

mild vapor
#

alright imma put a ticket on github

fast gull
mild vapor
#

well now i just got nothing lol, no mine nor any other traps

fast gull
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Can you check without LLL?

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I will look into it as soon as Im back home

mild vapor
fast gull
potent yacht
#

@fast gull can we make it to where when you start the ship you spawn inside the facility?

native cloak
mild vapor
mild vapor
# fast gull Can you check without LLL?

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

fast gull
fast gull
#

Still, there are some things that somehow broke even after tests worked succesfully...

ruby flicker
#

can you make 2 options to edit moon route price and scrap min and max value?

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for just 1 moon

#

and mansion/facility chances for moons tab too

fast gull
fast gull
fast gull
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im already reworking how enemies are registered so no problem with that, is just the time it will take

ruby flicker
fast gull
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thats not really used in game nor there is any algorithm to implement that