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

1 messages · Page 8 of 1

fast gull
#

I could add a multiplier tho

ruby flicker
#

yea that is good enough

fast gull
#

alright

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Do you mind adding it to the suggestions excel?

ruby flicker
#

confused is it already on there or am i talking about thing else

fast gull
#

That was about the value itself for individual scraps

ruby flicker
#

i see

fast gull
#

I dont think there is anything about a multiplier for all scraps

ruby flicker
#

also asking is the scanner idea i had awhile ago able to work?

fast gull
#

to increase the range yes

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although kinda messy but I dont think it will break anything

native cloak
#

@fast gull did you watch the V55 trailer for Lethal or no spoilers?

fast gull
#

Does that answer? lol

native cloak
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lol

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yep

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Can't wait to see how they are even going to function

fast gull
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Im concerned about why more than how

native cloak
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hopefully spawns don't get changed so I can instantly go to 10x spawns

fast gull
#

Is there a release date?

native cloak
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I think it's June 20ish

fast gull
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Fuu-

native cloak
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lol

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busy?

fast gull
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I need to finish the update before that date

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But until the 14 im not free because Im with another urgent thing

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;-;

native cloak
fast gull
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I belive I would need to put the two updates together, the one for the v55 and the whole rework will all the bugfixes

robust bison
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from zeekers' patreon

native cloak
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lol

fast gull
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I mean, its a good reason

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he is right

ruby flicker
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hope a rock doesn't total it or make it go flying

fast gull
#

I guess it will just be on planets and kinda help you get stuff to the ship, just imagine a garage in the ship lol

native cloak
#

Might even make going Artifice worth it

fast gull
exotic widget
#

@modest mason this it

modest mason
little cobalt
native cloak
#

Lethal servers are dead?

fast gull
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lethal uses servers?

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It uses steam api I think

native cloak
native cloak
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Or at least I wasn't able to

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And public lobbies don't exist

fast gull
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Im not really sure how it works, pretty sure it uses steam servers tho

native cloak
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Ya, something broke with it

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I think there is a post somewhere

little cobalt
native cloak
polar gull
#

why is this mod causing an absurd amount of masked to spawn outside the facility?

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i have no other mods installed aside from imperium to check the spawn forecast

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and i'm using the default preset

fast gull
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Those are the first news about problems with masked enemies lol

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Do you see any error in the logs?

polar gull
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how do i check that?

polar gull
fast gull
fast gull
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You can send it via DM if you don't want it in a public chat, is just to check if there is something being added to teh game that shouldn't

polar gull
polar gull
native cloak
#

Oh, the channel disappears when no one talks in it for a while

little cobalt
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Yeah its a discord feature

fast gull
fast gull
ruby flicker
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i stole an item from there nest (:

fast gull
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uu, thats a nono

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even more when the whole family is there

ruby flicker
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even better more victims

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anyways still waiting on the scanner and crit injury set health activation

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varaible

fast gull
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im very busy to really implement anything

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hard time at the workplace removing so all my free time and im trying to chill a bit after work

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still planned tho, is just the time

ruby flicker
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ok

balmy hedge
ruby flicker
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👀

brittle falcon
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Hello!
Does this mod still works?

fast gull
fast gull
balmy hedge
fast gull
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There are only a few visual or weird issues but the gameplay is not really affected

fast gull
brittle falcon
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thanks!

brittle falcon
fast gull
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hmm, if you are using a mod manager you only need BepInEx, ConfigurableCompany and LethalCompanyVarialbes

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once all mods are set, it should be working perfectly

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what error are you experiencing?

brittle falcon
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let me try again and I'll tell you

fast gull
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alright!

brittle falcon
# fast gull alright!

Thank you very much, in the end I don't know what I did but it worked for me.
Too bad it's not what I was looking for, but it shows that it has many very useful configurations

rotund panther
balmy hedge
ruby flicker
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(:

fast gull
brittle falcon
fast gull
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thank you :)

ruby flicker
ruby flicker
fast gull
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congrats on killing the bracken! Although im not sure why are there that many dead bodies

ruby flicker
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nutcrackers did it!

ruby flicker
ruby flicker
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v55 is today

quartz tiger
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Hi, I'm guessing I shouldn't use this mod for v55 because in the default config new enemies are not marked as enabled and the spawn weights are probably incorrect too, right? Also, would this mod work no problem with something like MeteoMultiplier?

native cloak
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But if it doesn't, @fast gull will get it updated as soon as he can.

quartz tiger
# native cloak This mod should would with v55

I haven't really tested it but I ran a vanilla match on ||Experimentation and I saw a Kidnapper Fox, meaning they can spawn there||. I then launched the game with some mods including this one, I noticed the default LCV profile (and all profiles for that matter) don't have that enemy enabled for that moon and the spawn weight is 50, meaning in theory that the new enemies won't spawn at all unless enabled manually, but even then I wouldn't know the vanilla weights to set it up correctly

ruby flicker
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yeah the vanilla presets are outdated

native cloak
ruby flicker
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im be real
||the fox enemy is kinda annoying||

little cobalt
fast gull
native cloak
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@fast gull Are you playing the Beta this time or nah?

fast gull
fast gull
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but yet im not sure if I should update the mod for the beta, as again, it might change things before release or break compat for the current stable release

native cloak
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everything should work still hopefully

fast gull
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yea, seems like its not like previous version where everything work

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its not really a good idea to ever make changes based on a beta xD

native cloak
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ya

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you should wait, I can run some tests tomorrow and let you know the state of LCV

fast gull
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I guess worse than the last time you reported me issues lol

native cloak
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hopefully not

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I'll check all of the spawn settings

fast gull
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@here Been trying the latest beta with some friends, seems like nothing from the mod is broken, yet keep in mind some settings have the default value from v50 and not v55, you might want to switch off stuff like enemy spawn probabilities to let vanilla use their values instead

native cloak
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Also, I will not be home for the next week

balmy hedge
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Yeah I tried changing some small things last time I used this and it worked

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sadly it erased all that I had configed for that profile on the transition to v55 but eh it's fine

fast gull
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weird, configurations should remain between versions and save-file deletion

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althrough i'd recommend a config reset for game updates to avoid problems

balmy hedge
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yahh it was long overdue lmao

ruby flicker
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does default config sync with vanilla or you gotta edit it when updates come out

native cloak
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But if it doesn't, @fast gull will update it when V55 fully releases

ruby flicker
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man do i wish i could send :tulipsmile:

native cloak
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Lol

fast gull
native cloak
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@fast gull were you planning on adding config settings for the dropship already?

fast gull
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if I remember well yes, for delay and trying to modify the maximum amount of objects it can carry

native cloak
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I mean for stuff like shop prices and discount chances

fast gull
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oh, yea, item prices yea, discounts didn't make research on it

native cloak
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Ok good, wasn't sure if that was already planned or not

silk dagger
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I'm running into the same issue I've been having for a while where traps still spawn despite the fact they've been given 0 chance of spawning. Also, this was recorded with zero other mods, and I even uninstalled and reinstalled the game and verified the integrity of the game files, and I'm still having the issue

native cloak
fast gull
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Also, did you play that savefile with any other mods or is it fresh new

fast gull
native cloak
silk dagger
native cloak
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When did V55 actually release?

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Did I miss it?

fast gull
ruby flicker
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no it released to the main branch now

fast gull
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oh, nice

native cloak
ruby flicker
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jetpack got nerfed to 900 now 😭

ruby flicker
native cloak
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So far everything seems to work fine but I don't think it increases the spawns for the new enemies

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I could be wrong but I haven't seen them

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And they are activated in LCV

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Everything else seems to be working though

native cloak
fast gull
ruby flicker
fast gull
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im working on it but as im reworking some stuff it might take some time

native cloak
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Actually now that I think about it, I haven't seen spike traps or landmines either

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It is possible that I just got unlucky though

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Because turrets did spawn

fast gull
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if turrets work then other traps should spawn hmm

native cloak
native cloak
fast gull
native cloak
fast gull
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I played the beta, the now released version not

native cloak
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Oh

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Either way, all the other spawns seem to work fine, it's just the new ones I think don't work

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But I will be running solos sometime next week so I will let you know if they do work

quartz tiger
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It may be possible that I forgot to load my custom profile but I played with the mod and it should've used the default profile and the only issue it should have with V55 is it would revert the changes to the spawn weights of already existing enemies like manticoils in Embrion and Earth Leviatans in Rend

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Eventually I did load my profile but I wouldn't be able to say for sure if I saw the new enemies after, I don't remember

fast gull
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The new version is almost ready! Took me long enough but I think you will appreciate all the changes from this version.

balmy hedge
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HOOOOOO

ruby flicker
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:D

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:D

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i need custom emoji..i must send tulipSMILE

ruby flicker
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you should make a setting system similar to kidnapper fox settings
flip a switch to either make instakills deal damage and more like that

fast gull
fast gull
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Im finishing with the testing for the latest version, this is all that's gonna bring, if you all are interesed in something else before the release of the update, let me know here and I will try to add it!

balmy hedge
fast gull
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I have to do some research on it but I think it would be possible

balmy hedge
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neato! yeah that's something I think no other config mod is able to do currently

ruby flicker
ruby flicker
balmy hedge
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titan vain shrouds are stupid as fuck

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same with assurance vain shrouds

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i'm like 95% sure zeekers made em annoying there on purpose cuz they used to be the "meta" moons

fast gull
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as for vain shrouds, Im trying to understand how tf do they work internally but technically is possible

native cloak
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YOU ARE STILL AWAKE???

fast gull
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I just got home from bowling with some friends

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and there is a concert outside with the highest volume ever to ever be heard

native cloak
fast gull
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well, here in spain they are open very late

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but most of the time was getting back home lol

native cloak
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oh lol

fast gull
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also im still testing the update

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added even more settings

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sadly most of it needs to be synchronized

native cloak
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Huge

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Let me know if you need help with anything then

fast gull
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I would love your help checking out what needs to be synchronized

native cloak
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K, I'll hop on then

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Want me to run vanilla?

fast gull
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yea

native cloak
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k

fast gull
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let me start the game with release mode

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to avoid problems with the build

native cloak
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k

quartz tiger
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I set bush wolf weight to 0 for all moons but it still spawned, did I do something wrong or does that not work?

fast gull
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soo bush wolf does not follow the same rules as other enemies

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spawn is only affected by the plants

quartz tiger
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Also, it seems the car is not getting deleted, at least after ejecting the run

quartz tiger
quartz tiger
ruby flicker
ruby flicker
fast gull
fast gull
fast gull
fast gull
#

@here

2.4.0 (First part of 2)

2.4.0

Added

  • Added DISABLED mode for daytime speed to prevent LCV from altering the vanilla behavior
  • Added configuration for individual item weight
  • Added configuration for scrap value multiplication for individual levels
  • Added option to allow picking up items before game starts
  • Added configuration for moon route prices
  • Added internal framework for better IL modifications
  • Added configuration for quota overtime bonus
  • Added configuration for scrap worth

Fixed

  • Fixed enemy power not reflecting configured value
  • Fixed trap multiplier not working correctly
  • Fixed quota not synchronizing with vanilla clients
  • Fixed incompatibility with LLL where enemies would not change configs
  • Fixed incompatibility with LLL where moons would not change configs
  • Fixed randomization on some configs resulting on errors
  • Fixed incompatibility with Starlanzed mod causing enemy defaults to being wrong
  • Fixed IL framework erros

Modified

  • Externalized compatibility for enemies, levels and items
  • Optimized configuration application for moon enemies

There are more things to come, some weird issues to fix and a lot of suggestions you can ask me to implement!

Hope you like the update, took me long enough

ruby flicker
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it probably can support modded enemy/hazards too

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with there configuration turn off by default to not break anything

ruby flicker
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i just realized why is Ammo is the shop prices catagory

fast gull
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I don't think thats the ammo you think of

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I did not set any filters you can see some unused items

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like the box if I remember well

ruby flicker
#

o

ruby flicker
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imagine if you could put defense in the negatives (:

native cloak
fast gull
fast gull
ruby flicker
latent zinc
#

I'm having a bug specifically with the new version of LCV (2.4):
I have a modpack with a bunch of LethalQuantities presets (which I am using in conjunction with LCV), and the new version causes those presets to not load. It also seems to cause "quit game" to not work (selecting the button doesn't do anything). This is specifically a problem with 2.4, as if I download back to 2.3.2 everything works as expected

#

LethalQuantities is being used to customize things for every moon, whereas LCV is being used to increase global enemy spawnrates + max allowed spawns

fast gull
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I would need the profile code and your current settings to check the issue if you dont mind

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also, what settings do you use from LQ that are not present LCV (im trying to make it easier for everyone)

latent zinc
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  • Profile code: 0190dd02-1c65-7dc1-eaf0-e8be4710c8f7
  • LCV settings I'm using are just in Global Enemy Spawning (changing max enemy spawns to 100, increased per-player spawn rate to 1.25, increased inside starting enemies to 2)
  • I originally was just using LQ to customize things (all scrap, monsters, descriptions, risk level, interiors, etc. per moon) using the web editor, but I ended up adding LCV to increase the max spawns (honestly not sure if this was necessary, but I was experiencing problems with enemy spawns for awhile prior to installing this)
fast gull
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When you say you were experiencing problems with enemy spawns peior to installation what do you mean?

latent zinc
#

I wasn’t really able to figure out what the culprit was, but basically no enemies at all were spawning in the modpack I was testing (i was using imperium to verify, and it was happening like 70% of the time upon landing on a moon). I still don’t know what the ultimate cause was, since it randomly started working perfectly without me making any major changes

#

LCV was one of the mods I installed to try and fix the problem, but I don’t know if it did anything; currently I’m just using it to increase spawn rates

wicked gale
#

It would be cool if you could modify the factory size multiplier as a global variable (lazyness).

fast gull
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yea, that wont be hard to add lol

quiet moat
#

Is lethal variables broken? shop price changes aren't working

fast gull
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So far no issues reported nor that I am aware

quiet moat
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i cant change shop prices

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they change in the config but nothing changes in game

fast gull
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Hmm, what mods do you have installed?

quiet moat
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a bunch of stuff, more company is present

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does MC break it

fast gull
#

more company is fully compatible so no

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Did you setup the mod manually or with a mod manageR?

quiet moat
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mod manager

fast gull
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any errors in the console?

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if you want you can send me the profile code and I will check it as soon as I can

quiet moat
#

now no enemies are spawning

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this is spamming

fast gull
#

hmm, do you have any other mods appart from MC? even disabled mods

quiet moat
#

0190e6c5-4c91-b6e8-0ebd-6c7e655a0d3f

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thats the modpack code

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do any of those mods break it?

fast gull
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I dont know all the mods that exist so maybe other mod is messing up something xD

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let me check

quiet moat
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i meant the mods that are in my pack

fast gull
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gimme a sec, you caugh me eating dinner lol

#

I cant confirm all of them at once but you can help me disabling half and checking if the issue persists, it it does, we know the issuer mod is within the enabled ones, otherwise is on the disabled ones

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then we repeat until we isolated the mod that is causing conflicts

quiet moat
#

i have 76 mods that'd take awhile

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theres this

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whatever this means

fast gull
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that seems to be an issue with the player voice chat after leaving the lobby

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but that is caused by other mod because LCV does not modify anything that appears there nor related

quiet moat
#

hmm

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problem is idk what that mod is

fast gull
#

is the modpack yours?

quiet moat
#

yes

fast gull
#

What where the last mods you added? Or do you know what mods did you have without having any issue?

quiet moat
#

the 3 most recent mods are LCV, its dependency, and buyable shotgun shells

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so the issue is definitely coming from LCV

fast gull
#

I can check but I can guarantee that LCV has nothing to do with, at least, those two errors that you sent

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can you check further up in the console for any logs from LCV?

quiet moat
#

theres this

fast gull
#

now thats different

quiet moat
fast gull
#

seems like some moons are trying to clone the radmech in a non-correct way and LCV does not enjoy that

quiet moat
#

clone?

fast gull
#

Let me check with the debug version if I can see the reason

fast gull
# quiet moat clone?

yea, some moons clone the vanilla enemies and LLL then replaces them with the correct ones, the size you see there is that there are 4 copies of the same enemy type, there should be at max 1

quiet moat
#

wait
a moon i use has a tiny old bird that functions like a ghost girl for some reason

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i hope that isn't the issue cause that moon is really good

fast gull
#

a ghost girl old bird

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thats is definetly new lol

quiet moat
#

its a really tiny old bird that functions similar to a ghost girl

fast gull
#

I cant guarantee if that could be the issue, maybe not

quiet moat
#

idk why the moon adds it but its funny

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so what can i do about this "old bird cloning" issue

fast gull
#

does it also throw rockets? that seems a bit overwhelming lol

quiet moat
#

like a ghost girl

fast gull
#

that seems moke like an issue on how an enemy is being defined

quiet moat
#

as it stands now the mod is breaking everything, no enemy spawns and shop prices aren't changing

fast gull
#

yet should not cause too much trouble, let me see if that could lead to other issues

fast gull
#

give me 10 mins to test it and Ill let you know

quiet moat
#

ok

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did you find anything?

fast gull
#

Seems like an unexpected behavior coming from a weird enemy registration by some moon

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Im making it compatible, should take less than 15 min

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or at least I hope so

quiet moat
#

ty

fast gull
#

thank you for reporting the issue!

quiet moat
fast gull
#

well

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to be clear, im not sure how is this error being caused

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as seems that an enemy is being registered without actually existing

fast gull
#

thus getting a null value into the array

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and thus every thing that comes after that code just breaks

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should have put more failsafes...

fast gull
#

seems like a moon just invented their own enemies and tried to assign them as vanilla ones

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(the ones in dark red)

quiet moat
#

what is causing that

fast gull
#

puffer is the one that spreads a purple cloud when scared

quiet moat
#

oh spore lizard

fast gull
quiet moat
fast gull
#

are most of the moons from the same author?

quiet moat
#

uhhh

#

i have starlancer, wesley, rosies, some other stuff

fast gull
#

Well

#

I'd love to undestand this

quiet moat
#

its orion thats causing all of this?

fast gull
#

nono, thats just a signal confirming that some moon just added enemies incorrectly

quiet moat
#

so what IS the root issue?

fast gull
#

if you want to know exactly what mod is causing it, Im still checking

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if you want the reason of the issue, is bad enemy definition

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It might be starlancerZero

quiet moat
#

is it?

fast gull
#

Seems it is that mod that is adding enemies such as Jester_0

quiet moat
#

starlancer has an ai fix

#

that might be causing it

fast gull
#

Let me reach the developer to see

quiet moat
#

wait nvm its gotta be moons

#

aifix would disable a ton of moons

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i dont want that

fast gull
#

let me see if with this hotfix it works and we can avoid all the problems with this

ruby flicker
quiet moat
#

is the hotfix releasing now

fast gull
#

yea, im validating everything

ruby flicker
quiet moat
#

alright lemme know when hotfix drops

#

disabling starlancer moons didn't fix it btw

fast gull
#

Shouldnt take long

fast gull
#

vs without seeing it?

quiet moat
#

wdym

fast gull
#

there incorrect enemies should appear as new enemies in the config

quiet moat
#

gimme a sec

#

lethal is starting

fast gull
#

yea there are some duplicates of some configs of the enemies

quiet moat
#

im not seeing any duplicates?

fast gull
#

go to Enemies > Enemy capacity

#

you should see for example two entries for Nutcracker

quiet moat
#

im not seeing two entries

fast gull
#

wait, what

#

uh, thats weird

#

no mods disabled?

quiet moat
#

i disabled starlancermoons

fast gull
#

try enabling it back

quiet moat
#

what what is this

fast gull
#

dont worry about that

quiet moat
fast gull
#

That is just a warning that other mod is modiying the same methods as me so in some cases might cause issues, yet does not mean that it will 100% cause issues

fast gull
quiet moat
#

why do i want the duplicates

fast gull
#

is to check for inconsistencies with the profile

#

I can check it myself dont worry

quiet moat
#

ok

#

any updates?

fast gull
#

Ive talked to the developer of starlanzer moons about the duplicates, nothing that i've seen before

#

for the fix, everything seems to work fine

quiet moat
#

so its releasing?

fast gull
#

yea, seems to work just fine

fast gull
quiet moat
#

modman isn't saying it needs an update

fast gull
#

give thunderstore a bit to update itself and notify the users

#

it is not instant but I cant do anything as of that

quiet moat
fast gull
#

the duplicate issue is part of the starlanzer moons but should just make new entries appear in the config, you can just ignore them and should work just fine!

quiet moat
#

i have starlancer moons disabled

#

it'll still work right

fast gull
#

yea, now everything will work regardless of what mods you have

#

until another incompatibility is found and needs to be fixed

#

but that should be far in the future

quiet moat
#

ok

#

im just waiting for thunderstore to finally acknowledge the update

#

how slow is modman for mod updates?

fast gull
#

Im not really sure

native cloak
#

It can take a bit

fast gull
#

how fast do you need it to be?

#

cause it can take as long as one LC round lol

quiet moat
#

well i've been troubleshooting this thing for over an hour now

fast gull
quiet moat
#

i'd like it to be fixed already

native cloak
fast gull
#

I can only suggest to be patient, im sorry you had to troubleshoot that long, however look it nicely as you got it fixed and also helped a lot of people who could have this issue in the future!

fast gull
native cloak
#

But I don't have any other actual mods so there would be no compatibility issues for me

fast gull
#

As this week im extra busy

quiet moat
#

hopefully modman can wake up and recognise the patch

fast gull
fast gull
quiet moat
#

no notification about mod updates

fast gull
#

hmmm, try closing and opening it again

#

maybe it really did shit himself

quiet moat
#

i've done that several times

fast gull
#

let me see if thunderstore did already recognize the new version

#

might be taking some time

quiet moat
#

nothing here either

fast gull
#

now I do see it

#

does it appear now?

quiet moat
fast gull
#

lol

#

that's just trolling

#

how did you get that error

quiet moat
#

i clicked install on the website

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then that error

fast gull
#

yea, thunderstore is not behaving correctly rn

quiet moat
#

how is it on the site but not the manager

#

fucking hell now thunderstore is broken???

fast gull
#

give it another 5 mins

#

I mean I can send you the update directly if you want

#

but you would have to manual install

quiet moat
#

i can download it off the website

#

how do i manual install

fast gull
#

just replace the files

#

following the same path from the zip

#

@here

2.4.1

This is a hotfix, not part of the next big release

Added

  • Configuration to globally change factory size [Thanks friskzips]

Fixed

  • Fixed mod not working if any section breaks
  • Fixed enemy spawning breaking due to invalid external enemies
quiet moat
#

i dont wanna deal with that hassle so i'll just wait until modman finally decides to do its job

fast gull
#

Alright, let me know if you have any other issue regarding the mod!

#

I've already reported the duplicates so an update for starlanzer should come in a few days

quiet moat
#

it STILL hasn't updated on r2modman

fast gull
#

I was already sleeping

#

Thats not normal

#

does it appear in the published packaged?

quiet moat
#

wdym

#

i only see the update on the website

#

nothing on modman

fast gull
#

Something might be going on with modman

#

it says there are 3 downloads of the patch

#

which is weird

quiet moat
#

?

#

i only see one

#

on the website

fast gull
quiet moat
#

oh you meant that

#

yeah 3 people downloaded it

#

...somehow

fast gull
#

Sorry, I cant really help with that, thunderstore recognized the update already, it has something to do with r2modman itself

#

You can still manually install the mod if you want to, it might be faster than waiting for r2modman

ruby flicker
fast gull
fast gull
#

yup, a solid tulip lol

quiet moat
#

@ruby flicker

fast gull
#

ahahaha

quiet moat
fast gull
#

how many enemies

quiet moat
fast gull
#

you are not going for the loot

#

you are going for the enemies

#

you made a scary game into doom eternal

ruby flicker
#

WHAT

fast gull
ruby flicker
quiet moat
fast gull
#

you can run over them with the car

ruby flicker
#

(you can kill old birds too with car (: )

fast gull
#

wait

#

what

ruby flicker
#

yes

fast gull
#

they are iron and steel, how is that even possible

ruby flicker
#

they will walk in place but they can't shoot or pick you up

fast gull
#

oh that makes sense

fast gull
#

gtg, @quiet moat

ruby flicker
fast gull
#

and im not proud of it

fast gull
#

i cant event comprehend why, my AI brain is not braining

fast gull
ruby flicker
#

there too big

fast gull
#

well

#

have fun everyone!

ruby flicker
#

artipoint

quiet moat
#

FINALLY

quiet moat
#

i was still having issues

#

i give up

#

i ditched it and found a replacement (zeta's tweaks)

#

no hate to the dev but this mod just aint gonna work

native cloak
#

It's working fine for me

#

Can you send me the modpack you were using? Maybe I can replicate the issue you are having

quiet moat
fast gull
quiet moat
#

I could go in and manually fix the pricing of each corpse but at that point I was done with fighting it lol

fast gull
#

wdym major price issues?

quiet moat
fast gull
#

that is interesting

#

and you say that does not happen with other mods

quiet moat
#

Honestly I've dropped it at this point

#

I cant be bothered to mess with it after 4 straight hours of tryna fix it

wicked gale
fast gull
wicked gale
#

another small thing is that this mod with a mod loader is installing a old version of configurablecompany(new version 0.4.0) and this can cause issue if you install the mod and then maybe you forget to update it.

fast gull
#

Ive looked into the issue but havent found any reason

fast gull
wicked gale
#

umm weird
i write more stuff about the issue on github

fast gull
#

didnt notice that, I will fix that too

fast gull
wicked gale
#

its just pressing any key
it doesnt even show it

ruby flicker
patent sable
#

I'm playing on v50 with newest version but when i get into the game itself, black screen occurs on Terminal, which dont allows me use it

fast gull
fast gull
wicked gale
#

yes i am trying to get the info you need

fast gull
#

Thank you!

patent sable
fast gull
patent sable
#

where i can find log files?

fast gull
#

in the steam game's folder

patent sable
#

how the log file is named?

#

anyways i took screenshots of whole console

#

here's the screenshots of console log

fast gull
#

Do you have any mods that modify the vehicle price or something related?

patent sable
#

no

#

i am on v50

#

and logs were taken with this mod being the only one

fast gull
#

Ohhh

#

Yea, the latest version is for v55, for v50 you should not update (keep the mod at version 2.3.X)

#

As the mod now has implemented all the things from the v55 and may cause problems in previous versions

patent sable
#

can you theoretically make update where all functions from current update will be also working on v50?

fast gull
#

I could theorically

ruby flicker
#

ITS HERE ITS HERE!!!!

fast gull
#

wait, do tulips have 2 or 4 eyes

sharp dragon
#

4 cuz they be alien

fast gull
#

eyeless dogs are aliens and have 0 eyes 🤔

ruby flicker
ruby flicker
#

so whats the next big release

patent sable
#

i think i have idea for new version

#

when you open planets menu, select for example Assurance, and scroll down you could modify what scrap can be spawned on Assurance + new ability in "Global" tab, which allows you to modify minimal and maximal price of scrap as whole (for example, Jar of Pickles that is worth 100 minimum and 6969 maximum)

fast gull
#

im not sure I understood your suggestion

native cloak
fast gull
#

let me remember the changes cuz that was the last thing I developed

#

that should be in the new version

#

now you are making me doubt lol

native cloak
#

Lol

#

It probably is

#

I just haven't tried it yet

#

Or you could have had that ready for part 2

#

Don't know

fast gull
#

Well

#

I can at least say that for the next release In planning to add a weekly seed

native cloak
#

YES

#

Kind of like a weekly challenge?

fast gull
#

im still checking out the details

#

my current idea is, as there are seeds

#

maybe a weekly seed

native cloak
#

Oh, I see

fast gull
#

or maybe I host a weekly config

native cloak
#

So a weekly preset

#

If you do a config, we could just post our scores in here if you can't get a leaderboard working

fast gull
#

my current idea is, instead of how LC does the challenge moon

#

it would be a fully challenge run

native cloak
#

Oh really?

fast gull
#

so everyone starts with the same seed, same configs and should go as long as they can

native cloak
#

So would it be fastest time?

fast gull
#

longest run

#

or highest quota

native cloak
#

Oh I see

fast gull
#

as said im still planning out the details

#

as I never done anything similar

native cloak
#

Would it just repeat the same seed over and over again each day or would there be multiple set seeds so the facility generation and monster spawns are different each day but the same for each run

fast gull
#

different each day but same for the run

native cloak
#

Huge

fast gull
#

but I repeat

#

is just an idea

native cloak
#

Ya

fast gull
#

I still need to make everything work

native cloak
#

I would also suggest using whole numbers rather than decimal points and increasing the max limit for the randomizer so it is harder than just clicking the randomize button

fast gull
#

wdym?

native cloak
#

If you click the current randomize button, it randomizes everything but the values are small.

fast gull
#

yea, it tries to normalize them

native cloak
#

Basically I would say, up the max limit for the randomized values by a lot and also ignore decimals so you don't have like 2.16x or something

#

I think decimals like 2.5x are fine though

fast gull
#

hmm

#

I would need to create a custom randomizer for every configuration so that might take me some time

native cloak
#

Ya, that would be the tricky part

fast gull
#

I mean, thats already done for the planet prices

#

the randomizer works like this:

  • Only cost for 25% of the planets
  • The cost can go up to 1500
  • The cost is rounded up
  • The cost cannot end in other than 00, 25, 50 or 75
native cloak
#

Maybe overall values or something (bear with me, I have no idea how I can explain this but I will try my best. Might also take some time to type out.)

#

Like let's think of it as a skill tree. Let's for example say you have 10 points and those 10 points could go to monsters, moons, scrap, etc. Let's say you get 5 for monsters, 2 for moons, 3 for scrap. The game will then choose 5 random monsters and choose a random value for there max limit (1-10) and there spawn chance (1-100). This will do this for all 5 monsters then it will multiply enemy spawns by a random number (1-10). Same thing will happen for the other important settings like scrap

#

This is just an idea so it can be workshopped and the starting points can also be randomized

#

There are a few settings I would stay away from like daytime speed and quota length and player settings (like stamina and speed).

#

Also I know all of this doesn't really make that much sense but you could probably piece together my idea. No idea what coding for it would look like. I tried my best to explain it as best as I could.

#

It's one of those things where you have the idea in your head but you don't really know how to explain it

wicked gale
#

is this normal?

dense loom
#

is there any way to change the scrap pools per moon

#

with this

#

just curious

#

i noticed a min-max scrap setting but as far as i can tell you cant configure individual item weights per moon

fast gull
dense loom
#

oh damn ok

#

that's wild convenient

#

looking fw to it

fast gull
# wicked gale is this normal?

kinda, is a problem from how Starlanzer implements their vanilla enemies for their custom moons, you will see some duplicated entries in the config but nothing else that would break

fast gull
fast gull
dense loom
#

just curious, how do global item weights even work? arent they different on every moon in vanilla?

wicked gale
#

ah ok

fast gull
dense loom
#

are loot tables and item weights not the same thing..?

fast gull
#

ohhhh

#

nono, the weight is the weight of the item

#

like, how heavy it is lol

dense loom
#

OH sorry

#

i meant like

#

weight value

#

like rarity

#

im talking abt this

fast gull
#

item weight for loot tables on moons is what is coming in the next release

fast gull
dense loom
#

yeah its different on every moon

fast gull
#

so yea, in a next release you would be able to change all of that

#

at the exception of two handed cause it gives a lot of errors

dense loom
#

Assurance notably has much better vanilla item spawns than offense

#

Offense gives a lot more low value two handed items

#

and junk like sheet metals

#

which makes it a really bad moon

fast gull
#

and you can realistcly only go in one emergency door

dense loom
#

but yea apologies for the confusion lol i wasnt talking about how heavy items are

#

im used to calling them weights because of how weighted rarity works in this game

fast gull
#

Yea, its the same word no worries

#

anyway yea, weights as of rarity are coming in the next release

#

among a bunch of other stuff

dense loom
#

anything else notable u can say?

#

curious :V

fast gull
#

well, that I've spoke about, a weekly challenge

#

but if you want to know the list of features and suggestions, there is a public excel where people can add stuff

#
prime warren
fast gull
fast gull
#

hmm, what about adding custom seeds to the mod... maybe some easter egg seeds

balmy hedge
#

like, being able to input a static seed for each moon?

balmy hedge
fast gull
balmy hedge
#

is that already a thing?

#

:O

fast gull
#

Yea

#

so far no one has noticed the new "items" page? xD

balmy hedge
#

i just hadn't gone on a config spree in a while xD

#

thanks!!! this mod keeps getting better jfc

fast gull
balmy hedge
#

goated as hell

#

literally the only thing this mod needs is a vain shroud config and it's like the best one out there

fast gull
#

Im working on that, should come soon

native cloak
#

Oh right, I almost forgot, for the weekly challenges, you would have to lock everyone on the same moons

fast gull
#

like no custom moods or stuff?

#

It's very complex to plan so thats why I just prefer to make it a "weekly config" rather than forcing people onto using X mods or leaderboards, as that would also not be convinent or meaningful (we all know what happens in LC leaderboards...)

balmy hedge
#

by the way, it seems that the items section causes all modded items to be automatically be valued at 0 min and 0 max

fast gull
#

do they appear as 0 in the config?

balmy hedge
#

every single sellbodies fix enemy drop is 0

balmy hedge
#

I did not touch the scrap value at all either, I only modified store prizes

fast gull
#

I think that might be that specific mod doing weird stuff to calculate how their stuff is priced

balmy hedge
#

it also sets most modded items' weight to 0

fast gull
#

also for the same mod or any other mod having the issue?

balmy hedge
fast gull
#

lot of vanilla items weight 0, maybe some of them are just like that

balmy hedge
fast gull
balmy hedge
fast gull
#

do you know the author of sell bodies?

balmy hedge
#

the current maintaner is @median plume iirc

fast gull
#

I see the issue

#

that mod is creating those items with a weight and value of 0

#

and later on giving them a value

balmy hedge
#

ahhh that checks out

#

there is a value and weight config in sellbodies' own config file

fast gull
#

LCV is just overriding that value...

balmy hedge
#

mhm

fast gull
#

I might need to add an option to enable/disable that setting so LCV does not override

balmy hedge
#

It should only override it if modified

#

yee

#

sellbodiesfixed also has a minimum and maximum value, so maybe it's that?

fast gull
#

yea, my bad, though no one would think about dynamically adding values lol

fast gull
balmy hedge
#

alright!!

#

i need to sleep anyway, so i'll do that later haah

fast gull
#

alright! thanks for the report!

native cloak
#

So everyone has to do the weekly challenge on a certain moon

fast gull
#

Well my though was that everyone should be able to choose what moon to go to, at the end prices will also change, my idea is that the challenge is sorta of having to redefine the meta every week

#

consider it a game where maybe experimentation is the meta but also has a harder facility for example

ruby flicker
#

what will be in the next big update (:

fast gull
ruby flicker
median plume
fast gull
#

When a new item or scrap (such as the bodies) is added into the game I read their values to show them in a menu where players could change their scrap value (min and max) and their weight, however as I get those values when the item is registered, in this case it uses 0s as they don't really have a value set yet

#

When do you set the values for the price and weight of bodies?

median plume
#

I'll be honest and I've never touched that part of the code (it should be the same code as the original version of the mod), but theoretically the values ​​are assigned as soon as the mod is loaded. Not being sure I'll go check now, one sec

fast gull
median plume
median plume
#

long story short, they have nothing special

#

the only thing I could do is give it the default values ​​directly from unity, obviously with the LCV you would always see those values and not the ones that the SBF takes from the config, at the same time it's the only thing that came to my mind

fast gull
#

That is in fact the issue, the default values from unity being set to 0

#

Is there any posibility for them to be defined with the preset?

median plume
#

they used to have default values ​​already on unity but I had set them all to 0 since I found it irrelevant as a thing. I will put the default values ​​back for the weight (the price is irrelevant anyway since it is randomly generated when it spawns)

median plume
fast gull
median plume
fast gull
#

it listens for them right after their default values (from the prefab) are picked up

fast gull
median plume
#

yes and no, the value of the bodies is also influenced by a multiplier that is calculated based on the total PowerCount of the moon

#

anyway I can also put those already on unity there is no problem

fast gull
#

I understand, in that case is up to you to leave them as 0 or to set it to the values if a multiplier of 1 was applied, regardless of your choice thanks for the quick help :)

fast gull
median plume
#

because if it does I have to change that too

median plume
fast gull
#

The only things are store item price, scrap value range, weight and in the future conductivity of the object

median plume
fast gull
#

Alright, that should make everything okay!

balmy hedge
#

woohoo!!. I'll check today if it's fixed

storm wagon
#

Hey, so this looks really good! Right now I just wanted to ask a couple of questions:

  1. Modded enemies show as 0 when messing around in LCV, I presume the modded enemy settings will still work by default?
  2. If I add settings for a modded enemy, assuming it uses vanilla spawn methods (aka not Shy Guy), will it overwrite those, or will it add to them?
fast gull
#

But to be more precise, what configuration are you asking about?

storm wagon
#

Yep I see it. Lemme send some screenshots for example just to be 100% clear

fast gull
#

No worries!

storm wagon
#

As an example, I have these three enemies and LCV states they have a spawn weight of 0, but the enemy mods have them registered globally at their respective spawnweights (I don't know the exact numbers but ik they have configs set for it). Actually Slenderman being at 0 might be intentional as he spawns differently but the other two.

#

It shows the enemy weights properly for moon-specific enemies to some extent, although I'd have to double-check to see if the numbers are accurate

fast gull
#

the zero spawn weight is the default value when LCV is not able to recognize that enemy, you should also see the check at the right side of the config disabled, which means LCV is not using that value, rather letting the mod use their value

storm wagon
#

Okay cool. And if I enable configuration then it would override the mod's value, presumably?

fast gull
storm wagon
#

Again, assuming the mod uses vanilla spawning code and not another system

fast gull
storm wagon
#

Okay cool, so it's a lot like how AdvancedCompany used to be / is

fast gull
#

also for custom items and such, im reworking it to also include those checks to avoid problems

fast gull
storm wagon
#

Gotcha, just took a long time in development? Haha

fast gull
#

the enemy spawn weights did indeed

#

but I got it so you can spawn every enemy in every moon

#

as most of the custom enemies wont spawn in custom moons by default sadly

storm wagon
#

Gotcha

#

So another question: Some of these enemies appear to say the wrong thing as far as where they spawn

fast gull
#

what do you mean?

#

oh yea, thats a typo as far as Im concerned

storm wagon
#

Gotcha. Cuz it looks like a lot of the inside enemies say Outside and vice versa, but then some are just wrong

fast gull
#

anyway if you encounter any issue with the enemy spawning feel free to report it and I will fix it as soon as posible

storm wagon
#

Kk

fast gull
storm wagon
#

Okay cool. It would be cool to have separate spawn lists for inside, outside, and daytime in the config, that way using StarlancerAIFix I could, for example, set Jesters to spawn outside on a moon if I wanted

#

Jesters are broken in StarlancerAIFix right now, bad example

#

But uh you hopefully get what I mean

fast gull
#

hmmm I can add a config for that but im not sure how correct would it be

#

enemy types have defined where they should spawn so modifying that might cause issues

#

I have not tried it so I cant say for sure

storm wagon
#

Fair. I know StarlancerAIFix kinda post-patches that so like, could always include a disclaimer that spawning things where they're not supposed to be without that may cause issues

#

In the base-game, for example, spawning a Hoarding Bug outside leads to it navigating to a certain spot on the moon and then basically ceasing to do anything else, whereas with StarlancerAIFix they just use the outdoor AI nodes like they should

#

But yeah, it'd be nice to be able to configure enemy spawns inside, outside and daytime, just for full control

fast gull
#

I can check but as you said, most enemies wont work correctly without other mods as dependency

storm wagon
#

Mhm, you're not wrong, that's why a disclaimer of some sort would be good. Perhaps the first time you check an enemy that spawns in an incorrect place, have a pop-up that just says things might break

#

This mod also currently does not support custom weathers, don't know if that's planned or not

fast gull
fast gull
storm wagon
#

Makes sense

fast gull
#

in the technical aspect, weathers use an enumerable, which in theory cannot be modified

#

so that would depend on how other modders implement those weathers

#

but yea its planned, its a matter of techinical difficulties

storm wagon
#

Perhaps a more professional solution is, in the Global section, have a checkbox that says "Enable Advanced Enemy Tweaks", that would be disabled by default but when enabled allow you to adjust the spawn weights of all three places (Inside, Outside, Daytime). Then you can put the description there and why it's disabled by default at the top like your other pop-ups

#

Global section of Planets, specifically, since you'd be adjusting spawns per-planet

fast gull
#

I mean, adding new configs is not the issue, rather adding some configs that would just break using a disclaimer

#

mostly because I have already check that almost no one reads the tooltips for the configs lol

#

I will keep it in my radar but I will need to check how could I implement that without breaking vanilla compatibility or other mod's compatibility

storm wagon
#

Fair enough, I trust that you'll know your mod better than I will. I just want to have that extra control especially since mods like Wesley's Moons already let things spawn in places they typically shouldn't

#

Using StarlancerAIFix as a dependency

#

For example, a screenshot from Wesley's Gloom:
Bracken is set to 10. Is that for Inside? If so, then that means I can't tweak the value for Outside, despite them spawning outside

fast gull
#

Yea I could definetly add starlancer as a soft dependency to fix this

storm wagon
#

Just looking out for incompatibilities to help out wolfVibe

fast gull
#

Im not sure what mods add that capability, I can check and see if that would work for outside spawning

storm wagon
#

Almost all of Wesley's Moons do it and he's one of the most popular moon creators hehe

fast gull
storm wagon
#

No I getcha

#

I'm just looking for potential ones

fast gull
storm wagon
#

That's totally fair

fast gull
#

Anyway if you go to any of its moons, that value might be for their spawning outside

#

the detection process for enemies is automatic so depending on how that is implemented, that might work

storm wagon
#

Gotcha. I can do some playtesting and see if anything odd happens because of StarlancerAIFix and Wesley's Moons currently

#

Cuz Asteroid-13, for example, has Coil-heads both inside and outside

#

So I'm curious which one the config is grabbing

#

Welp, landed on Asteroid-13 and immediately saw a Coil-head (that was also giant and had a massive machinegun on its head, thanks mods)

#

So I don't think its broken their spawns at least

fast gull
storm wagon
#

Okay. It'd be nice to have configuration for that eventually but for now this is really good wolfVibe

fast gull
storm wagon
#

I've been seeking out AdvancedCompany replacements now that the dev is effectively stepping away from it

fast gull
#

Well, since AC left the community a long time ago Im trying my best to supply what that mod had that this one didnt

#

so anything you need let me know!

storm wagon
#

The only things I'm missing atm tbh are the configurations above I just stated, and the equipment items, but someone else said they'd take a shot at those

fast gull
#

so If I understood correctly, the capability to spawn enemies outside/inside or wherever you please, right?

#

as for the items*, LCV is focused in tweaking values for the game rather than implementing new stuff like items, moons or enemies

storm wagon
#

Yup. Quite a lot of modded moons have started doing it and it'd be nice to have that extra control, especially since I can control modded enemy spawns too in order to make the more dangerous ones only show up on more dangerous moons

#

The extra control over modded enemies is the main thing I'm looking for

#

I'm a little concerned cuz I didn't see any Coil-heads inside... Hopefully they're still spawnin

fast gull
#

Alright, do you mind providing me wth an example mod that does that so I can test for an implementation?

fast gull
storm wagon
#

Wesley's Moons has enemies that do it on pretty much all of his moons, but that's a pack of 13 moons, if you want a smaller test sample, his Asteroid-13 mod has Coils set to 100 both inside and outside when I look at AdvancedCompany's list

#

I think it has a relatively low spawn curve cuz it's a free moon, but it's somewhere they spawn inside and out

fast gull
#

alright, will try to implement it for a future release

storm wagon
#

Awesome wolfVibe

#

Oh fair warning, if you want to buy items you'll need CompanyCruiserFix for Wesley's Moons atm

#

They haven't been updated to v56 properly because he's been busy working on updates

#

But other than that, they work

fast gull
#

alright, will keep that in mind

#

thank you for the suggestion!

storm wagon
#

Thank you for keeping configuration alive wolfVibe

lyric gull
#

im not sure whats causing it

storm wagon
#

Honestly I don't entirely know

lyric gull
storm wagon
#

That's what I'm saying, I don't know, I just know Jesters don't work properly

#

I haven't looked too much into it

lyric gull
#

gotcha

#

any source for this so i can look into it too

#

where'd you hear that from

flat dagger
#

man i love this mod

fast gull
flat dagger
#

(this was at 11 am)

#

😄

fast gull
#

oh wow, that sounds like a challenge

flat dagger
#

cuz it was eclipsed and i removed the power stuff

#

so the only cap is the enemy amount

fast gull
#

you mean the cap from individual enemy? (enemy capacity)

flat dagger
#

yes

fast gull
#

sky is the limit

#

a x2 is always a good option for en extra challenge lol

flat dagger
#

eh

#

im being camped by 3 giants and my friends are lost so

#

i think im good for now

fast gull
#

oh okay lol

#

yea giants are kinda unfair

#

but eyeless dogs on the other hand are a pretty fun enemy

flat dagger
#

and i have the ship windows (i rly need to remove that mod) so the giants can see me in the ship and camp

fast gull
#

the window mod is missing some curtains imo

flat dagger
#

real

flat dagger
#

btw they have no idea it was modded at all lol

fast gull
#

poor them lol

flat dagger
#

i hate the hygroere bro

#

i was bout to escape a nutcracker and mimic but i died last second to a slime

flat dagger
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3 masks lol

flat dagger
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i love how at 2 pm every outside enemy just decided to pop uop

ruby flicker
flat dagger
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my favorite mod 😄

ruby flicker
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true....

fast gull
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wait till everone can play with predefined seeds :)

ruby flicker
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👀

flat dagger
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imagine only spiders

flat dagger
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together, we are the braken gang

ruby flicker
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my god...

flat dagger
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lol

flat dagger
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i usually just play without enemy power so more enemies can spawn (besides with giants and dogs i give em power cuz i dont want 8 dogs 😦 )

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and made the max old birds 3

fast gull
fast gull
flat dagger
flat dagger
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but i dont like the power cap thing besides for dogs and giants

fast gull
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Recently I have found that the panels for the configurations do not remain open or closed as you left them the last time you modified configs

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are you guys experiencing that same issue?

flat dagger
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yeah

fast gull
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Well, something more that needs some troubleshooting then lol

ruby flicker
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😔

balmy hedge
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I might just have to re-do my whole modpack @fast gull

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even if I delete my configs, uninstall, reinstall the mod, it still sets every single sellbodies item to 0

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on a fresh profile it works just fine, but on this one it's just always like this

fast gull
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try clicking the buttons at the left side of the panel

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the X if I correctly recall

balmy hedge
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i swear to god if it's that LOL

fast gull
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im not sure, that just gets again the value from source

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just click both to be sure lol

balmy hedge
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IT WAS THAT

fast gull
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lmao

balmy hedge
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i would've had this thing done a week ago if I wasn't so dense

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LMAO

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thanks buddy

fast gull
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that means you had you config saved for that profile rather than for that preset

fast gull
balmy hedge
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oh and a quick question, I assume it's grabbing these values from the sell bodies defaults, no?

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if I config values thru the sell bodies config, would those apply or would the variables values apply?

fast gull
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thats why if a mod modifies it's value during playtime, LCV cannot do anything

fast gull
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because it modifies the value during playtime

balmy hedge
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aight! neato

strange dragon
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cool mod but doesn't sync

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doesn't seem to sync time speed and door power last time i checked

flat dagger
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🤦

fast gull
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for the time of day all playera need the mod

strange dragon
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i have it in the modpack all my friends use

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so when the door power is 80 for me, it's 50 for them

fast gull
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hmmm, door power is synced by default with vanilla

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can you share profile and config?

strange dragon
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sure one second

flat dagger
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whats a good cap for old birds?

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:)

fast gull
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maybe 3 is a good cap

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for something vanilla-ish

flat dagger
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Yeah thats what I used lol

flat dagger
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i went inside at 4 pm and got jumped by a coilhead (i love this mod)